raze/source/games/sw/src/girlninj.cpp

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//-------------------------------------------------------------------------
/*
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 "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "pal.h"
#include "player.h"
#include "network.h"
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#include "misc.h"
#include "sprite.h"
BEGIN_SW_NS
DECISION GirlNinjaBattle[] =
{
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{499, &AF(InitActorMoveCloser)},
{1024, &AF(InitActorAttack)}
};
DECISION GirlNinjaOffense[] =
{
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{499, &AF(InitActorMoveCloser)},
{1024, &AF(InitActorAttack)}
};
DECISIONB GirlNinjaBroadcast[] =
{
{6, attr_ambient},
{1024, 0}
};
DECISION GirlNinjaSurprised[] =
{
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{701, &AF(InitActorMoveCloser)},
{1024, &AF(InitActorDecide)}
};
DECISION GirlNinjaEvasive[] =
{
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{400, &AF(InitActorDuck)}, // 100
{1024, nullptr}
};
DECISION GirlNinjaLostTarget[] =
{
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{900, &AF(InitActorFindPlayer)},
{1024, &AF(InitActorWanderAround)}
};
DECISION GirlNinjaCloseRange[] =
{
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{900, &AF(InitActorAttack ) },
{1024, &AF(InitActorReposition) }
};
/*
!AIC - Collection of decision tables
*/
PERSONALITY GirlNinjaPersonality =
{
GirlNinjaBattle,
GirlNinjaOffense,
GirlNinjaBroadcast,
GirlNinjaSurprised,
GirlNinjaEvasive,
GirlNinjaLostTarget,
GirlNinjaCloseRange,
GirlNinjaCloseRange
};
ATTRIBUTE GirlNinjaAttrib =
{
{120, 140, 160, 190}, // Speeds
{4, 0, 0, -2}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_GIRLNINJAALERT, DIGI_GIRLNINJAALERT, DIGI_STAR,
DIGI_GIRLNINJAALERTT, DIGI_GIRLNINJASCREAM,0,0,0,0,0
}
};
//////////////////////
//
// GIRLNINJA RUN
//
//////////////////////
#define GIRLNINJA_RATE 18
FState s_GirlNinjaRun[] =
{
{SPR_GIRLNINJA_RUN, 'A', GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[1]},
{SPR_GIRLNINJA_RUN, 'B', GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[2]},
{SPR_GIRLNINJA_RUN, 'C', GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[3]},
{SPR_GIRLNINJA_RUN, 'D', GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[0]},
};
//////////////////////
//
// GIRLNINJA STAND
//
//////////////////////
#define GIRLNINJA_STAND_RATE 10
FState s_GirlNinjaStand[] =
{
{SPR_GIRLNINJA_STAND, 'A', GIRLNINJA_STAND_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaStand[0]},
};
//////////////////////
//
// GIRLNINJA RISE
//
//////////////////////
#define GIRLNINJA_RISE_RATE 10
FState s_GirlNinjaRise[] =
{
{SPR_GIRLNINJA_KNEEL, 'A', GIRLNINJA_RISE_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[1]},
{SPR_GIRLNINJA_STAND, 'A', GIRLNINJA_STAND_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[2]},
{SPR_NULL, 0, 0, nullptr, &s_GirlNinjaRun[0]}, // JBF: s_GirlNinjaRun really is supposed to be the
// pointer to the state group. See StateControl() where
// it says "if (!actor->user.__legacyState.State->Pic)".
};
//////////////////////
//
// GIRLNINJA DUCK
//
//////////////////////
#define GIRLNINJA_DUCK_RATE 10
#define GIRLNINJA_CRAWL_RATE 14
FState s_GirlNinjaDuck[] =
{
{SPR_GIRLNINJA_KNEEL, 'A', GIRLNINJA_DUCK_RATE, &AF(NullGirlNinja), &s_GirlNinjaDuck[1]},
{SPR_GIRLNINJA_CRAWL, 'A', GIRLNINJA_CRAWL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaDuck[1]},
};
//////////////////////
//
// GIRLNINJA SIT
//
//////////////////////
FState s_GirlNinjaSit[] =
{
{SPR_GIRLNINJA_KNEEL, 'A', GIRLNINJA_RISE_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSit[0]},
};
//////////////////////
//
// GIRLNINJA JUMP
//
//////////////////////
#define GIRLNINJA_JUMP_RATE 24
FState s_GirlNinjaJump[] =
{
{SPR_GIRLNINJA_JUMP, 'A', GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[1]},
{SPR_GIRLNINJA_JUMP, 'B', GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[1]},
};
//////////////////////
//
// GIRLNINJA FALL
//
//////////////////////
#define GIRLNINJA_FALL_RATE 16
FState s_GirlNinjaFall[] =
{
{SPR_GIRLNINJA_JUMP, 'B', GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[1]},
{SPR_GIRLNINJA_JUMP, 'C', GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[1]},
};
//////////////////////
//
// GIRLNINJA PAIN
//
//////////////////////
#define GIRLNINJA_PAIN_RATE 15
FState s_GirlNinjaPain[] =
{
{SPR_GIRLNINJA_PAIN, 'A', GIRLNINJA_PAIN_RATE, &AF(DoGirlNinjaPain), &s_GirlNinjaPain[0]},
};
//////////////////////
//
// GIRLNINJA STICKY
//
//////////////////////
#define GIRLNINJA_STICKY_RATE 32
FState s_GirlNinjaSticky[] =
{
{SPR_GIRLNINJA_THROW, 'A', GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[1]},
{SPR_GIRLNINJA_THROW, 'A', GIRLNINJA_STICKY_RATE, &AF(NullGirlNinja), &s_GirlNinjaSticky[2]},
{SPR_GIRLNINJA_THROW, 'B', 0 | SF_QUICK_CALL, &AF(InitEnemyMine), &s_GirlNinjaSticky[3]},
{SPR_GIRLNINJA_THROW, 'B', GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[4]},
{SPR_GIRLNINJA_THROW, 'C', 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaSticky[5]},
{SPR_GIRLNINJA_THROW, 'C', GIRLNINJA_STICKY_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSticky[5]},
};
//////////////////////
//
// GIRLNINJA CROSSBOW
//
//////////////////////
#define GIRLNINJA_CROSSBOW_RATE 14
FState s_GirlNinjaCrossbow[] =
{
{SPR_GIRLNINJA_FIRE, 'A', GIRLNINJA_CROSSBOW_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[1]},
{SPR_GIRLNINJA_FIRE, 'B', 0 | SF_QUICK_CALL, &AF(InitEnemyCrossbow), &s_GirlNinjaCrossbow[2]},
{SPR_GIRLNINJA_FIRE, 'B', GIRLNINJA_CROSSBOW_RATE, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[3]},
{SPR_GIRLNINJA_FIRE, 'B', 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaCrossbow[4]},
{SPR_GIRLNINJA_FIRE, 'B', GIRLNINJA_CROSSBOW_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaCrossbow[4]},
};
//////////////////////
//
// GIRLNINJA DIE
//
//////////////////////
#define GIRLNINJA_DIE_RATE 30
FState s_GirlNinjaDie[] =
{
{SPR_GIRLNINJA_DIE, 'A', GIRLNINJA_DIE_RATE*2, &AF(NullGirlNinja), &s_GirlNinjaDie[1]},
{SPR_GIRLNINJA_DIE, 'B', GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[2]},
{SPR_GIRLNINJA_DIE, 'C', GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[3]},
{SPR_GIRLNINJA_DIE, 'D', GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[4]},
{SPR_GIRLNINJA_DIE, 'E', GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[5]},
{SPR_GIRLNINJA_DIE, 'F', GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[6]},
{SPR_GIRLNINJA_DIE, 'G', GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[7]},
{SPR_GIRLNINJA_DIE, 'G', SF_QUICK_CALL, &AF(DoGirlNinjaSpecial), &s_GirlNinjaDie[8]},
{SPR_GIRLNINJA_DIE, 'H', GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[9]},
{SPR_GIRLNINJA_DIE, 'I', SF_QUICK_CALL, &AF(QueueFloorBlood), &s_GirlNinjaDie[10]},
{SPR_GIRLNINJA_DIE, 'I', GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDie[10]},
};
FState s_GirlNinjaDead[] =
{
{SPR_GIRLNINJA_DIE, 'G', GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDead[1]},
{SPR_GIRLNINJA_DIE, 'H', SF_QUICK_CALL, &AF(DoGirlNinjaSpecial), &s_GirlNinjaDead[2]},
{SPR_GIRLNINJA_DIE, 'H', GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDead[3]},
{SPR_GIRLNINJA_DIE, 'I', SF_QUICK_CALL, &AF(QueueFloorBlood),&s_GirlNinjaDead[4]},
{SPR_GIRLNINJA_DIE, 'I', GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDead[4]},
};
FState s_GirlNinjaDeathJump[] =
{
{SPR_GIRLNINJA_DIE, 'A', GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathJump[1]},
{SPR_GIRLNINJA_DIE, 'B', GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathJump[2]},
{SPR_GIRLNINJA_DIE, 'C', GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathJump[2]},
};
FState s_GirlNinjaDeathFall[] =
{
{SPR_GIRLNINJA_DIE, 'D', GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathFall[1]},
{SPR_GIRLNINJA_DIE, 'E', GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathFall[1]},
};
/*
FState* *Stand[MAX_WEAPONS];
FState* *Run;
FState* *Jump;
FState* *Fall;
FState* *Crawl;
FState* *Swim;
FState* *Fly;
FState* *Rise;
FState* *Sit;
FState* *Look;
FState* *Climb;
FState* *Pain;
FState* *Death1;
FState* *Death2;
FState* *Dead;
FState* *DeathJump;
FState* *DeathFall;
FState* *CloseAttack[2];
FState* *Attack[6];
FState* *Special[2];
*/
/*
!AIC - Collection of states that connect action to states
*/
ACTOR_ACTION_SET GirlNinjaActionSet =
{
s_GirlNinjaStand,
s_GirlNinjaRun,
s_GirlNinjaJump,
s_GirlNinjaFall,
nullptr,
nullptr,
nullptr,
s_GirlNinjaRise,
s_GirlNinjaSit,
nullptr,
nullptr,
s_GirlNinjaPain,
s_GirlNinjaDie,
nullptr,
s_GirlNinjaDead,
s_GirlNinjaDeathJump,
s_GirlNinjaDeathFall,
{s_GirlNinjaCrossbow, s_GirlNinjaSticky},
{800, 1024},
{s_GirlNinjaCrossbow, s_GirlNinjaSticky},
{800, 1024},
{nullptr},
s_GirlNinjaDuck,
nullptr
};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int SetupGirlNinja(DSWActor* actor)
{
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{
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SpawnUser(actor, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]);
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actor->user.Health = (Skill < MinEnemySkill - 1) ? 50 : 100;
}
actor->user.__legacyState.StateEnd = s_GirlNinjaDie;
actor->spr.scale = DVector2(0.796875, 0.671875);
actor->user.__legacyState.Attrib = &GirlNinjaAttrib;
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actor->spr.pal = actor->user.spal = 26;
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EnemyDefaults(actor, &GirlNinjaActionSet, &GirlNinjaPersonality);
actor->setStateGroup(NAME_Run);
actor->setPicFromState();
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.Radius = 280;
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actor->user.Flags &= ~(SPR_XFLIP_TOGGLE);
return 0;
}
DEFINE_ACTION_FUNCTION(DSWGirlNinja, Initialize)
{
PARAM_SELF_PROLOGUE(DSWActor);
SetupGirlNinja(self);
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int DoGirlNinjaMove(DSWActor* actor)
{
// jumping and falling
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !(actor->user.Flags & SPR_CLIMBING))
{
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if (actor->user.Flags & (SPR_JUMPING))
DoActorJump(actor);
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else if (actor->user.Flags & (SPR_FALLING))
DoActorFall(actor);
}
// sliding
if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING))
DoActorSlide(actor);
// !AIC - do track or call current action function - such as DoActorMoveCloser()
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if (actor->user.track >= 0)
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ActorFollowTrack(actor, ACTORMOVETICS);
else
{
actor->callAction();
}
// stay on floor unless doing certain things
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)))
{
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KeepActorOnFloor(actor);
}
// take damage from environment
DoActorSectorDamage(actor);
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int GirlNinjaJumpActionFunc(DSWActor* actor)
{
// if cannot move the sprite
if (!move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, 0)))
{
return 0;
}
if (!(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
{
InitActorDecide(actor);
}
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int NullGirlNinja(DSWActor* actor)
{
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if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS;
if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING) && !(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
DoActorSlide(actor);
if (!(actor->user.Flags & SPR_CLIMBING) && !(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
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KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoGirlNinjaPain(DSWActor* actor)
{
NullGirlNinja(actor);
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoGirlNinjaSpecial(DSWActor* actor)
{
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if (actor->user.spal == PALETTE_PLAYER5)
{
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actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.hitag = 0;
actor->spr.shade = -10;
}
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_data saveable_girlninj_data[] =
{
SAVE_DATA(GirlNinjaPersonality),
SAVE_DATA(GirlNinjaAttrib),
SAVE_DATA(s_GirlNinjaRun),
SAVE_DATA(s_GirlNinjaStand),
SAVE_DATA(s_GirlNinjaRise),
SAVE_DATA(s_GirlNinjaDuck),
SAVE_DATA(s_GirlNinjaSit),
SAVE_DATA(s_GirlNinjaJump),
SAVE_DATA(s_GirlNinjaFall),
SAVE_DATA(s_GirlNinjaPain),
SAVE_DATA(s_GirlNinjaSticky),
SAVE_DATA(s_GirlNinjaCrossbow),
SAVE_DATA(s_GirlNinjaDie),
SAVE_DATA(s_GirlNinjaDead),
SAVE_DATA(s_GirlNinjaDeathJump),
SAVE_DATA(s_GirlNinjaDeathFall),
SAVE_DATA(GirlNinjaActionSet),
};
saveable_module saveable_girlninj =
{
// code
nullptr, 0,
// data
saveable_girlninj_data,
SIZ(saveable_girlninj_data)
};
END_SW_NS