2015-05-19 21:54:34 +00:00
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//-------------------------------------------------------------------------
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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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2019-10-09 16:09:05 +00:00
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#include "ns.h"
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2015-05-19 21:54:34 +00:00
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#include "build.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 "weapon.h"
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2020-08-05 22:18:45 +00:00
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#include "misc.h"
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2015-05-19 21:54:34 +00:00
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2019-10-09 16:09:05 +00:00
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BEGIN_SW_NS
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2015-05-19 21:54:34 +00:00
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DECISION EelBattle[] =
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{
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{649, InitActorMoveCloser },
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{650, InitActorAlertNoise },
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{1024, InitActorMoveCloser }
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};
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DECISION EelOffense[] =
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{
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{649, InitActorMoveCloser },
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{750, InitActorAlertNoise },
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{1024, InitActorMoveCloser }
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};
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DECISION EelBroadcast[] =
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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 EelSurprised[] =
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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 EelEvasive[] =
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{
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{ 790, InitActorRunAway },
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{1024, InitActorMoveCloser },
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};
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DECISION EelLostTarget[] =
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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 EelCloseRange[] =
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{
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{950, InitActorAttack },
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{1024, InitActorReposition }
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};
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ANIMATOR InitEelFire;
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DECISION EelTouchTarget[] =
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{
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{1024, InitActorAttack },
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};
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PERSONALITY EelPersonality =
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{
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EelBattle,
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EelOffense,
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EelBroadcast,
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EelSurprised,
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EelEvasive,
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EelLostTarget,
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EelCloseRange,
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EelTouchTarget
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};
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ATTRIBUTE EelAttrib =
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{
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{100, 110, 120, 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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0, 0, 0,
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0, 0, 0,
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0,0,0,0
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}
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};
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//////////////////////
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// EEL RUN
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//////////////////////
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#define EEL_RUN_RATE 20
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2021-10-29 18:49:57 +00:00
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ANIMATOR DoEelMove,DoStayOnFloor, DoActorDebris, NullEel;
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STATE s_EelRun[5][4] =
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{
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{
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{EEL_RUN_R0 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][1]},
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{EEL_RUN_R0 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][2]},
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{EEL_RUN_R0 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][3]},
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{EEL_RUN_R0 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][0]},
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},
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{
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{EEL_RUN_R1 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][1]},
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{EEL_RUN_R1 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][2]},
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{EEL_RUN_R1 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][3]},
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{EEL_RUN_R1 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][0]},
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},
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{
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{EEL_RUN_R2 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][1]},
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{EEL_RUN_R2 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][2]},
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{EEL_RUN_R2 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][3]},
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{EEL_RUN_R2 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][0]},
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},
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{
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{EEL_RUN_R3 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][1]},
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{EEL_RUN_R3 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][2]},
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{EEL_RUN_R3 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][3]},
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{EEL_RUN_R3 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][0]},
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},
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{
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{EEL_RUN_R4 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][1]},
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{EEL_RUN_R4 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][2]},
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{EEL_RUN_R4 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][3]},
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{EEL_RUN_R4 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][0]},
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}
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};
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2021-12-31 15:00:14 +00:00
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STATE* sg_EelRun[] =
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2015-05-19 21:54:34 +00:00
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{
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&s_EelRun[0][0],
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&s_EelRun[1][0],
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&s_EelRun[2][0],
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&s_EelRun[3][0],
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&s_EelRun[4][0]
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};
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//////////////////////
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//
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// EEL STAND
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//
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//////////////////////
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STATE s_EelStand[5][1] =
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{
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{
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{EEL_RUN_R0 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[0][0]},
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},
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{
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{EEL_RUN_R1 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[1][0]},
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},
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{
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{EEL_RUN_R2 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[2][0]},
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},
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{
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{EEL_RUN_R3 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[3][0]},
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},
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{
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{EEL_RUN_R4 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[4][0]},
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}
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};
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2021-12-31 15:00:14 +00:00
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STATE* sg_EelStand[] =
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{
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&s_EelStand[0][0],
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&s_EelStand[1][0],
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&s_EelStand[2][0],
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&s_EelStand[3][0],
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&s_EelStand[4][0]
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};
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//////////////////////
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//
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// EEL FIRE
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//
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//////////////////////
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ANIMATOR InitEelFire, EelShock;
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#define EEL_FIRE_RATE 12
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STATE s_EelAttack[5][7] =
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{
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{
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{EEL_FIRE_R0 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][1]},
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{EEL_FIRE_R0 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][2]},
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{EEL_FIRE_R0 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][3]},
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{EEL_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[0][4]},
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{EEL_FIRE_R0 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[0][5]},
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{EEL_FIRE_R0 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[0][6]},
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{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[0][6]}
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},
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{
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{EEL_FIRE_R1 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][1]},
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{EEL_FIRE_R1 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][2]},
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{EEL_FIRE_R1 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][3]},
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{EEL_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[1][5]},
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{EEL_FIRE_R1 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[1][6]},
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{EEL_FIRE_R1 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[1][7]},
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{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[1][7]}
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},
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{
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{EEL_FIRE_R2 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][1]},
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{EEL_FIRE_R2 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][2]},
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{EEL_FIRE_R2 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][3]},
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{EEL_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[2][4]},
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{EEL_FIRE_R2 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[2][5]},
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{EEL_FIRE_R2 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[2][6]},
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{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[2][6]}
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},
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{
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{EEL_RUN_R3 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][1]},
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{EEL_RUN_R3 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][2]},
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{EEL_RUN_R3 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][3]},
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{EEL_RUN_R3 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[3][4]},
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{EEL_RUN_R3 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[3][5]},
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{EEL_RUN_R3 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[3][6]},
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{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[3][6]}
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},
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{
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{EEL_RUN_R4 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][1]},
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{EEL_RUN_R4 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][2]},
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{EEL_RUN_R4 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][3]},
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{EEL_RUN_R4 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[4][4]},
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{EEL_RUN_R4 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[4][5]},
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{EEL_RUN_R4 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[4][6]},
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{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[4][6]}
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}
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};
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2021-12-31 15:00:14 +00:00
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STATE* sg_EelAttack[] =
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{
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&s_EelAttack[0][0],
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&s_EelAttack[1][0],
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&s_EelAttack[2][0],
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&s_EelAttack[3][0],
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&s_EelAttack[4][0]
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};
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//////////////////////
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//
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// EEL DIE
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//
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//////////////////////
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#define EEL_DIE_RATE 20
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ANIMATOR DoEelDeath;
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STATE s_EelDie[] =
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{
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{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[1]},
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{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[2]},
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{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[3]},
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{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[4]},
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{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[5]},
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{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[5]},
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};
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2021-12-31 15:00:14 +00:00
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STATE* sg_EelDie[] =
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{
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s_EelDie
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};
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STATE s_EelDead[] =
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{
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// {EEL_DEAD, SF_QUICK_CALL , QueueFloorBlood, &s_EelDead[1]},
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{EEL_DEAD, EEL_DIE_RATE, DoActorDebris, &s_EelDead[0]},
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};
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2021-12-31 15:00:14 +00:00
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STATE* sg_EelDead[] =
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{
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s_EelDead
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};
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/*
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2021-12-31 15:00:14 +00:00
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STATE* *Stand[MAX_WEAPONS];
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STATE* *Run;
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STATE* *Jump;
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STATE* *Fall;
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STATE* *Crawl;
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STATE* *Swim;
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STATE* *Fly;
|
|
|
|
STATE* *Rise;
|
|
|
|
STATE* *Sit;
|
|
|
|
STATE* *Look;
|
|
|
|
STATE* *Climb;
|
|
|
|
STATE* *Pain;
|
|
|
|
STATE* *Death1;
|
|
|
|
STATE* *Death2;
|
|
|
|
STATE* *Dead;
|
|
|
|
STATE* *DeathJump;
|
|
|
|
STATE* *DeathFall;
|
|
|
|
STATE* *CloseAttack[2];
|
|
|
|
STATE* *Attack[6];
|
|
|
|
STATE* *Special[2];
|
2015-05-19 21:54:34 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
ACTOR_ACTION_SET EelActionSet =
|
|
|
|
{
|
|
|
|
sg_EelStand,
|
|
|
|
sg_EelRun,
|
2021-07-10 12:25:18 +00:00
|
|
|
nullptr,
|
|
|
|
nullptr,
|
|
|
|
nullptr,
|
2015-05-19 21:54:34 +00:00
|
|
|
sg_EelRun,
|
2021-07-10 12:25:18 +00:00
|
|
|
nullptr,
|
|
|
|
nullptr,
|
2015-05-19 21:54:34 +00:00
|
|
|
sg_EelStand,
|
2021-07-10 12:25:18 +00:00
|
|
|
nullptr,
|
|
|
|
nullptr, //climb
|
2015-05-19 21:54:34 +00:00
|
|
|
sg_EelStand, //pain
|
|
|
|
sg_EelDie,
|
2021-07-10 12:25:18 +00:00
|
|
|
nullptr,
|
2015-05-19 21:54:34 +00:00
|
|
|
sg_EelDead,
|
2021-07-10 12:25:18 +00:00
|
|
|
nullptr,
|
|
|
|
nullptr,
|
2015-05-19 21:54:34 +00:00
|
|
|
{sg_EelAttack},
|
|
|
|
{1024},
|
|
|
|
{sg_EelAttack},
|
|
|
|
{1024},
|
2021-07-10 12:25:18 +00:00
|
|
|
{nullptr,nullptr},
|
|
|
|
nullptr,
|
|
|
|
nullptr
|
2015-05-19 21:54:34 +00:00
|
|
|
};
|
|
|
|
|
2021-10-29 18:49:57 +00:00
|
|
|
int DoEelMatchPlayerZ(DSWActor* actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
|
2021-10-31 22:05:31 +00:00
|
|
|
void EelCommon(DSWActor* actor)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-24 12:21:49 +00:00
|
|
|
actor->spr.clipdist = (100) >> 2;
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.floor_dist = Z(16);
|
|
|
|
actor->user.floor_dist = Z(16);
|
|
|
|
actor->user.ceiling_dist = Z(20);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2022-02-01 23:08:21 +00:00
|
|
|
actor->user.pos.Z = actor->int_pos().Z;
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-24 12:21:49 +00:00
|
|
|
actor->spr.xrepeat = 35;
|
|
|
|
actor->spr.yrepeat = 27;
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.Radius = 400;
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
|
2021-10-31 22:05:31 +00:00
|
|
|
int SetupEel(DSWActor* actor)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
|
|
|
ANIMATOR DoActorDecide;
|
|
|
|
|
2021-12-27 19:22:21 +00:00
|
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-25 20:05:29 +00:00
|
|
|
SpawnUser(actor,EEL_RUN_R0,s_EelRun[0]);
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.Health = 40;
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
|
2021-10-30 18:11:31 +00:00
|
|
|
ChangeState(actor, s_EelRun[0]);
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.Attrib = &EelAttrib;
|
2021-10-30 10:09:34 +00:00
|
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.StateEnd = s_EelDie;
|
|
|
|
actor->user.Rot = sg_EelRun;
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-10-31 20:17:31 +00:00
|
|
|
EnemyDefaults(actor, &EelActionSet, &EelPersonality);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-27 16:13:47 +00:00
|
|
|
actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-10-31 22:05:31 +00:00
|
|
|
EelCommon(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-27 17:58:15 +00:00
|
|
|
actor->user.Flags &= ~(SPR_SHADOW); // Turn off shadows
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.zclip = Z(8);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2021-10-29 18:49:57 +00:00
|
|
|
int NullEel(DSWActor* actor)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-27 18:34:06 +00:00
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
2021-10-29 18:49:57 +00:00
|
|
|
DoActorSlide(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-10-29 18:49:57 +00:00
|
|
|
DoEelMatchPlayerZ(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-10-29 18:49:57 +00:00
|
|
|
DoActorSectorDamage(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2021-10-29 18:49:57 +00:00
|
|
|
int DoEelMatchPlayerZ(DSWActor* actor)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
|
|
|
int zdiff,zdist;
|
|
|
|
int loz,hiz;
|
|
|
|
int dist,a,b,c;
|
|
|
|
|
|
|
|
int bound;
|
|
|
|
|
2021-12-30 15:51:56 +00:00
|
|
|
if (FAF_ConnectArea(actor->sector()))
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-25 20:04:48 +00:00
|
|
|
if (actor->user.hi_sectp)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2022-02-02 23:46:04 +00:00
|
|
|
actor->user.hiz = actor->sector()->int_ceilingz() + Z(16);
|
2021-12-30 15:51:56 +00:00
|
|
|
actor->user.hi_sectp = actor->sector();
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-02-02 23:46:04 +00:00
|
|
|
if (actor->user.hiz < actor->sector()->int_ceilingz() + Z(16))
|
|
|
|
actor->user.hiz = actor->sector()->int_ceilingz() + Z(16);
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-12-25 20:04:48 +00:00
|
|
|
// actor does a sine wave about actor->user.sz - this is the z mid point
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-30 06:06:49 +00:00
|
|
|
zdiff = (ActorZOfBottom(actor->user.targetActor) - Z(8)) - actor->user.pos.Z;
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
// check z diff of the player and the sprite
|
2021-09-20 06:59:54 +00:00
|
|
|
zdist = Z(20 + RandomRange(64)); // put a random amount
|
2015-05-19 21:54:34 +00:00
|
|
|
if (labs(zdiff) > zdist)
|
|
|
|
{
|
|
|
|
if (zdiff > 0)
|
|
|
|
// manipulate the z midpoint
|
2021-12-30 06:06:49 +00:00
|
|
|
actor->user.pos.Z += 160 * ACTORMOVETICS;
|
2015-05-19 21:54:34 +00:00
|
|
|
else
|
2021-12-30 06:06:49 +00:00
|
|
|
actor->user.pos.Z -= 160 * ACTORMOVETICS;
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
|
2021-10-31 22:05:31 +00:00
|
|
|
const int EEL_BOB_AMT = (Z(4));
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
// save off lo and hi z
|
2021-12-25 20:04:48 +00:00
|
|
|
loz = actor->user.loz;
|
|
|
|
hiz = actor->user.hiz;
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
// adjust loz/hiz for water depth
|
2021-12-25 20:04:48 +00:00
|
|
|
if (actor->user.lo_sectp && actor->user.lo_sectp->hasU() && FixedToInt(actor->user.lo_sectp->depth_fixed))
|
|
|
|
loz -= Z(FixedToInt(actor->user.lo_sectp->depth_fixed)) - Z(8);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
// lower bound
|
2021-12-25 20:04:48 +00:00
|
|
|
if (actor->user.lowActor && actor->user.targetActor == actor->user.highActor) // this doesn't look right...
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2022-02-01 23:08:21 +00:00
|
|
|
DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.lowActor->int_pos().X, actor->user.lowActor->int_pos().Y, dist, a, b, c);
|
2015-05-19 21:54:34 +00:00
|
|
|
if (dist <= 300)
|
2021-12-30 06:06:49 +00:00
|
|
|
bound = actor->user.pos.Z;
|
2015-05-19 21:54:34 +00:00
|
|
|
else
|
2021-12-25 20:04:48 +00:00
|
|
|
bound = loz - actor->user.floor_dist;
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
else
|
2021-12-25 20:04:48 +00:00
|
|
|
bound = loz - actor->user.floor_dist - EEL_BOB_AMT;
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-30 06:06:49 +00:00
|
|
|
if (actor->user.pos.Z > bound)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-30 06:06:49 +00:00
|
|
|
actor->user.pos.Z = bound;
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// upper bound
|
2021-12-25 20:04:48 +00:00
|
|
|
if (actor->user.highActor && actor->user.targetActor == actor->user.highActor)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2022-02-01 23:08:21 +00:00
|
|
|
DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.highActor->int_pos().X, actor->user.highActor->int_pos().Y, dist, a, b, c);
|
2015-05-19 21:54:34 +00:00
|
|
|
if (dist <= 300)
|
2021-12-30 06:06:49 +00:00
|
|
|
bound = actor->user.pos.Z;
|
2015-05-19 21:54:34 +00:00
|
|
|
else
|
2021-12-25 20:04:48 +00:00
|
|
|
bound = hiz + actor->user.ceiling_dist;
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
else
|
2021-12-25 20:04:48 +00:00
|
|
|
bound = hiz + actor->user.ceiling_dist + EEL_BOB_AMT;
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-30 06:06:49 +00:00
|
|
|
if (actor->user.pos.Z < bound)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-30 06:06:49 +00:00
|
|
|
actor->user.pos.Z = bound;
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
|
2021-12-30 06:06:49 +00:00
|
|
|
actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
|
|
|
|
actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
|
2022-02-01 19:04:41 +00:00
|
|
|
actor->set_int_z(actor->user.pos.Z + MulScale(EEL_BOB_AMT, bsin(actor->user.Counter), 14));
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-25 20:04:48 +00:00
|
|
|
bound = actor->user.hiz + actor->user.ceiling_dist + EEL_BOB_AMT;
|
2022-02-01 23:08:21 +00:00
|
|
|
if (actor->int_pos().Z < bound)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
|
|
|
// bumped something
|
2022-02-01 19:04:41 +00:00
|
|
|
actor->set_int_z(actor->user.pos.Z = bound + EEL_BOB_AMT);
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2021-10-31 22:05:31 +00:00
|
|
|
int DoEelDeath(DSWActor* actor)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
|
|
|
int nx, ny;
|
2021-12-27 18:34:06 +00:00
|
|
|
if (actor->user.Flags & (SPR_FALLING))
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-10-29 21:41:33 +00:00
|
|
|
DoFall(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2021-10-30 22:01:08 +00:00
|
|
|
DoFindGroundPoint(actor);
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.floor_dist = 0;
|
2021-10-29 21:41:33 +00:00
|
|
|
DoBeginFall(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
}
|
|
|
|
|
2021-12-27 18:34:06 +00:00
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
2021-10-29 18:49:57 +00:00
|
|
|
DoActorSlide(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
// slide while falling
|
2022-08-16 21:15:16 +00:00
|
|
|
nx = MulScale(actor->spr.xvel, bcos(actor->spr.__int_angle), 14);
|
|
|
|
ny = MulScale(actor->spr.xvel, bsin(actor->spr.__int_angle), 14);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-25 20:04:48 +00:00
|
|
|
actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
|
2021-10-30 22:01:08 +00:00
|
|
|
DoFindGroundPoint(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
|
|
|
// on the ground
|
2022-02-01 23:08:21 +00:00
|
|
|
if (actor->int_pos().Z >= actor->user.loz)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-27 17:58:15 +00:00
|
|
|
actor->user.Flags &= ~(SPR_FALLING|SPR_SLIDING);
|
2021-09-20 06:59:54 +00:00
|
|
|
if (RandomRange(1000) > 500)
|
2021-12-27 16:13:47 +00:00
|
|
|
actor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
2021-09-20 06:59:54 +00:00
|
|
|
if (RandomRange(1000) > 500)
|
2021-12-27 16:13:47 +00:00
|
|
|
actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
2021-12-25 20:04:48 +00:00
|
|
|
NewStateGroup(actor, actor->user.ActorActionSet->Dead);
|
2015-05-19 21:54:34 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2021-10-29 18:49:57 +00:00
|
|
|
int DoEelMove(DSWActor* actor)
|
2015-05-19 21:54:34 +00:00
|
|
|
{
|
2021-12-25 20:04:48 +00:00
|
|
|
ASSERT(actor->user.Rot != nullptr);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-25 20:04:48 +00:00
|
|
|
if (SpriteOverlap(actor, actor->user.targetActor))
|
|
|
|
NewStateGroup(actor, actor->user.ActorActionSet->CloseAttack[0]);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-27 18:34:06 +00:00
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
2021-10-29 18:49:57 +00:00
|
|
|
DoActorSlide(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-12-25 20:04:48 +00:00
|
|
|
if (actor->user.track >= 0)
|
2021-11-01 13:36:46 +00:00
|
|
|
ActorFollowTrack(actor, ACTORMOVETICS);
|
2015-05-19 21:54:34 +00:00
|
|
|
else
|
2021-12-25 20:04:48 +00:00
|
|
|
(*actor->user.ActorActionFunc)(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
|
2021-10-29 18:49:57 +00:00
|
|
|
DoEelMatchPlayerZ(actor);
|
2015-05-19 21:54:34 +00:00
|
|
|
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2021-10-29 18:49:57 +00:00
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DoActorSectorDamage(actor);
|
2015-05-19 21:54:34 +00:00
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|
|
|
|
|
|
return 0;
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|
|
|
|
|
|
|
}
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|
|
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|
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|
|
|
|
#include "saveable.h"
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|
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|
|
|
|
|
static saveable_code saveable_eel_code[] =
|
|
|
|
{
|
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|
|
SAVE_CODE(DoEelMatchPlayerZ),
|
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|
|
SAVE_CODE(DoEelDeath),
|
|
|
|
SAVE_CODE(DoEelMove)
|
|
|
|
};
|
|
|
|
|
|
|
|
static saveable_data saveable_eel_data[] =
|
|
|
|
{
|
|
|
|
SAVE_DATA(EelBattle),
|
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|
|
SAVE_DATA(EelOffense),
|
|
|
|
SAVE_DATA(EelBroadcast),
|
|
|
|
SAVE_DATA(EelSurprised),
|
|
|
|
SAVE_DATA(EelEvasive),
|
|
|
|
SAVE_DATA(EelLostTarget),
|
|
|
|
SAVE_DATA(EelCloseRange),
|
|
|
|
SAVE_DATA(EelTouchTarget),
|
|
|
|
|
|
|
|
SAVE_DATA(EelPersonality),
|
|
|
|
|
|
|
|
SAVE_DATA(EelAttrib),
|
|
|
|
|
|
|
|
SAVE_DATA(s_EelRun),
|
|
|
|
SAVE_DATA(sg_EelRun),
|
|
|
|
SAVE_DATA(s_EelStand),
|
|
|
|
SAVE_DATA(sg_EelStand),
|
|
|
|
SAVE_DATA(s_EelAttack),
|
|
|
|
SAVE_DATA(sg_EelAttack),
|
|
|
|
SAVE_DATA(s_EelDie),
|
|
|
|
SAVE_DATA(sg_EelDie),
|
|
|
|
SAVE_DATA(s_EelDead),
|
|
|
|
SAVE_DATA(sg_EelDead),
|
|
|
|
|
|
|
|
SAVE_DATA(EelActionSet)
|
|
|
|
};
|
|
|
|
|
|
|
|
saveable_module saveable_eel =
|
|
|
|
{
|
|
|
|
// code
|
|
|
|
saveable_eel_code,
|
|
|
|
SIZ(saveable_eel_code),
|
|
|
|
|
|
|
|
// data
|
|
|
|
saveable_eel_data,
|
|
|
|
SIZ(saveable_eel_data)
|
|
|
|
};
|
2019-10-09 16:09:05 +00:00
|
|
|
END_SW_NS
|