//------------------------------------------------------------------------- /* 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" #include "misc.h" #include "sprite.h" BEGIN_SW_NS int DoHariKariBlood(short SpriteNum); //int InitActorMoveCloser(short SpriteNum); DECISION GirlNinjaBattle[] = { {499, InitActorMoveCloser}, //{509, InitActorAmbientNoise}, //{710, InitActorRunAway}, {1024, InitActorAttack} }; DECISION GirlNinjaOffense[] = { {499, InitActorMoveCloser}, //{509, InitActorAmbientNoise}, {1024, InitActorAttack} }; DECISION GirlNinjaBroadcast[] = { //{1, InitActorAlertNoise}, {6, InitActorAmbientNoise}, {1024, InitActorDecide} }; DECISION GirlNinjaSurprised[] = { {701, InitActorMoveCloser}, {1024, InitActorDecide} }; DECISION GirlNinjaEvasive[] = { {400, InitActorDuck}, // 100 // {300, InitActorEvade}, // {800, InitActorRunAway}, {1024, NULL} }; DECISION GirlNinjaLostTarget[] = { {900, InitActorFindPlayer}, {1024, InitActorWanderAround} }; DECISION GirlNinjaCloseRange[] = { {900, InitActorAttack }, {1024, 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 // ////////////////////// ANIMATOR DoGirlNinjaMove, DoGirlNinjaCrawl, DoStayOnFloor, NullGirlNinja, DoActorJump, DoActorFall, DoActorDebris, DoGirlNinjaHariKari, DoActorSlide; ANIMATOR InitActorDecide; #define GIRLNINJA_RATE 18 STATE s_GirlNinjaRun[5][4] = { { {GIRLNINJA_RUN_R0 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[0][1]}, {GIRLNINJA_RUN_R0 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[0][2]}, {GIRLNINJA_RUN_R0 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[0][3]}, {GIRLNINJA_RUN_R0 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[0][0]}, }, { {GIRLNINJA_RUN_R1 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[1][1]}, {GIRLNINJA_RUN_R1 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[1][2]}, {GIRLNINJA_RUN_R1 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[1][3]}, {GIRLNINJA_RUN_R1 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[1][0]}, }, { {GIRLNINJA_RUN_R2 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[2][1]}, {GIRLNINJA_RUN_R2 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[2][2]}, {GIRLNINJA_RUN_R2 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[2][3]}, {GIRLNINJA_RUN_R2 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[2][0]}, }, { {GIRLNINJA_RUN_R3 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[3][1]}, {GIRLNINJA_RUN_R3 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[3][2]}, {GIRLNINJA_RUN_R3 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[3][3]}, {GIRLNINJA_RUN_R3 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[3][0]}, }, { {GIRLNINJA_RUN_R4 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[4][1]}, {GIRLNINJA_RUN_R4 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[4][2]}, {GIRLNINJA_RUN_R4 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[4][3]}, {GIRLNINJA_RUN_R4 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, DoGirlNinjaMove, &s_GirlNinjaRun[4][0]}, }, }; STATEp sg_GirlNinjaRun[] = { s_GirlNinjaRun[0], s_GirlNinjaRun[1], s_GirlNinjaRun[2], s_GirlNinjaRun[3], s_GirlNinjaRun[4] }; ////////////////////// // // GIRLNINJA STAND // ////////////////////// #define GIRLNINJA_STAND_RATE 10 STATE s_GirlNinjaStand[5][1] = { { {GIRLNINJA_STAND_R0 + 0, GIRLNINJA_STAND_RATE, DoGirlNinjaMove, &s_GirlNinjaStand[0][0]}, }, { {GIRLNINJA_STAND_R1 + 0, GIRLNINJA_STAND_RATE, DoGirlNinjaMove, &s_GirlNinjaStand[1][0]}, }, { {GIRLNINJA_STAND_R2 + 0, GIRLNINJA_STAND_RATE, DoGirlNinjaMove, &s_GirlNinjaStand[2][0]}, }, { {GIRLNINJA_STAND_R3 + 0, GIRLNINJA_STAND_RATE, DoGirlNinjaMove, &s_GirlNinjaStand[3][0]}, }, { {GIRLNINJA_STAND_R4 + 0, GIRLNINJA_STAND_RATE, DoGirlNinjaMove, &s_GirlNinjaStand[4][0]}, }, }; STATEp sg_GirlNinjaStand[] = { s_GirlNinjaStand[0], s_GirlNinjaStand[1], s_GirlNinjaStand[2], s_GirlNinjaStand[3], s_GirlNinjaStand[4] }; ////////////////////// // // GIRLNINJA RISE // ////////////////////// #define GIRLNINJA_RISE_RATE 10 STATE s_GirlNinjaRise[5][3] = { { {GIRLNINJA_KNEEL_R0 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[0][1]}, {GIRLNINJA_STAND_R0 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[0][2]}, {0, 0, NULL, (STATEp)sg_GirlNinjaRun}, // JBF: sg_GirlNinjaRun really is supposed to be the // pointer to the state group. See StateControl() where // it says "if (!u->State->Pic)". }, { {GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[1][1]}, {GIRLNINJA_STAND_R1 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[1][2]}, {0, 0, NULL, (STATEp)sg_GirlNinjaRun}, }, { {GIRLNINJA_KNEEL_R2 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[2][1]}, {GIRLNINJA_STAND_R2 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[2][2]}, {0, 0, NULL, (STATEp)sg_GirlNinjaRun}, }, { {GIRLNINJA_KNEEL_R3 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[3][1]}, {GIRLNINJA_STAND_R3 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[3][2]}, {0, 0, NULL, (STATEp)sg_GirlNinjaRun}, }, { {GIRLNINJA_KNEEL_R4 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[4][1]}, {GIRLNINJA_STAND_R4 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[4][2]}, {0, 0, NULL, (STATEp)sg_GirlNinjaRun}, }, }; STATEp sg_GirlNinjaRise[] = { s_GirlNinjaRise[0], s_GirlNinjaRise[1], s_GirlNinjaRise[2], s_GirlNinjaRise[3], s_GirlNinjaRise[4] }; ////////////////////// // // GIRLNINJA DUCK // ////////////////////// #define GIRLNINJA_DUCK_RATE 10 #define GIRLNINJA_CRAWL_RATE 14 STATE s_GirlNinjaDuck[5][2] = { { {GIRLNINJA_KNEEL_R0 + 0, GIRLNINJA_DUCK_RATE, NullGirlNinja, &s_GirlNinjaDuck[0][1]}, {GIRLNINJA_CRAWL_R0 + 0, GIRLNINJA_CRAWL_RATE, DoGirlNinjaMove, &s_GirlNinjaDuck[0][1]}, }, { {GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_DUCK_RATE, NullGirlNinja, &s_GirlNinjaDuck[1][1]}, {GIRLNINJA_CRAWL_R1 + 0, GIRLNINJA_CRAWL_RATE, DoGirlNinjaMove, &s_GirlNinjaDuck[1][1]}, }, { {GIRLNINJA_KNEEL_R2 + 0, GIRLNINJA_DUCK_RATE, NullGirlNinja, &s_GirlNinjaDuck[2][1]}, {GIRLNINJA_CRAWL_R2 + 0, GIRLNINJA_CRAWL_RATE, DoGirlNinjaMove, &s_GirlNinjaDuck[2][1]}, }, { {GIRLNINJA_KNEEL_R3 + 0, GIRLNINJA_DUCK_RATE, NullGirlNinja, &s_GirlNinjaDuck[3][1]}, {GIRLNINJA_CRAWL_R3 + 0, GIRLNINJA_CRAWL_RATE, DoGirlNinjaMove, &s_GirlNinjaDuck[3][1]}, }, { {GIRLNINJA_KNEEL_R4 + 0, GIRLNINJA_DUCK_RATE, NullGirlNinja, &s_GirlNinjaDuck[4][1]}, {GIRLNINJA_CRAWL_R4 + 0, GIRLNINJA_CRAWL_RATE, DoGirlNinjaMove, &s_GirlNinjaDuck[4][1]}, }, }; STATEp sg_GirlNinjaDuck[] = { s_GirlNinjaDuck[0], s_GirlNinjaDuck[1], s_GirlNinjaDuck[2], s_GirlNinjaDuck[3], s_GirlNinjaDuck[4] }; ////////////////////// // // GIRLNINJA SIT // ////////////////////// STATE s_GirlNinjaSit[5][1] = { { {GIRLNINJA_KNEEL_R0 + 0, GIRLNINJA_RISE_RATE, DoGirlNinjaMove, &s_GirlNinjaSit[0][0]}, }, { {GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_RISE_RATE, DoGirlNinjaMove, &s_GirlNinjaSit[1][0]}, }, { {GIRLNINJA_KNEEL_R2 + 0, GIRLNINJA_RISE_RATE, DoGirlNinjaMove, &s_GirlNinjaSit[2][0]}, }, { {GIRLNINJA_KNEEL_R3 + 0, GIRLNINJA_RISE_RATE, DoGirlNinjaMove, &s_GirlNinjaSit[3][0]}, }, { {GIRLNINJA_KNEEL_R4 + 0, GIRLNINJA_RISE_RATE, DoGirlNinjaMove, &s_GirlNinjaSit[4][0]}, }, }; STATEp sg_GirlNinjaSit[] = { s_GirlNinjaSit[0], s_GirlNinjaSit[1], s_GirlNinjaSit[2], s_GirlNinjaSit[3], s_GirlNinjaSit[4] }; ////////////////////// // // GIRLNINJA JUMP // ////////////////////// #define GIRLNINJA_JUMP_RATE 24 STATE s_GirlNinjaJump[5][2] = { { {GIRLNINJA_JUMP_R0 + 0, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[0][1]}, {GIRLNINJA_JUMP_R0 + 1, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[0][1]}, }, { {GIRLNINJA_JUMP_R1 + 0, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[1][1]}, {GIRLNINJA_JUMP_R1 + 1, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[1][1]}, }, { {GIRLNINJA_JUMP_R2 + 0, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[2][1]}, {GIRLNINJA_JUMP_R2 + 1, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[2][1]}, }, { {GIRLNINJA_JUMP_R3 + 0, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[3][1]}, {GIRLNINJA_JUMP_R3 + 1, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[3][1]}, }, { {GIRLNINJA_JUMP_R4 + 0, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[4][1]}, {GIRLNINJA_JUMP_R4 + 1, GIRLNINJA_JUMP_RATE, DoGirlNinjaMove, &s_GirlNinjaJump[4][1]}, }, }; STATEp sg_GirlNinjaJump[] = { s_GirlNinjaJump[0], s_GirlNinjaJump[1], s_GirlNinjaJump[2], s_GirlNinjaJump[3], s_GirlNinjaJump[4] }; ////////////////////// // // GIRLNINJA FALL // ////////////////////// #define GIRLNINJA_FALL_RATE 16 STATE s_GirlNinjaFall[5][2] = { { {GIRLNINJA_JUMP_R0 + 1, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[0][1]}, {GIRLNINJA_JUMP_R0 + 2, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[0][1]}, }, { {GIRLNINJA_JUMP_R1 + 1, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[1][1]}, {GIRLNINJA_JUMP_R1 + 2, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[1][1]}, }, { {GIRLNINJA_JUMP_R2 + 1, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[2][1]}, {GIRLNINJA_JUMP_R2 + 2, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[2][1]}, }, { {GIRLNINJA_JUMP_R3 + 1, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[3][1]}, {GIRLNINJA_JUMP_R3 + 2, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[3][1]}, }, { {GIRLNINJA_JUMP_R4 + 1, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[4][1]}, {GIRLNINJA_JUMP_R4 + 2, GIRLNINJA_FALL_RATE, DoGirlNinjaMove, &s_GirlNinjaFall[4][1]}, }, }; STATEp sg_GirlNinjaFall[] = { s_GirlNinjaFall[0], s_GirlNinjaFall[1], s_GirlNinjaFall[2], s_GirlNinjaFall[3], s_GirlNinjaFall[4] }; ////////////////////// // // GIRLNINJA PAIN // ////////////////////// #define GIRLNINJA_PAIN_RATE 15 ANIMATOR DoGirlNinjaPain; STATE s_GirlNinjaPain[5][1] = { { {GIRLNINJA_PAIN_R0 + 0, GIRLNINJA_PAIN_RATE, DoGirlNinjaPain, &s_GirlNinjaPain[0][0]}, }, { {GIRLNINJA_PAIN_R1 + 0, GIRLNINJA_PAIN_RATE, DoGirlNinjaPain, &s_GirlNinjaPain[1][0]}, }, { {GIRLNINJA_PAIN_R2 + 0, GIRLNINJA_PAIN_RATE, DoGirlNinjaPain, &s_GirlNinjaPain[2][0]}, }, { {GIRLNINJA_PAIN_R3 + 0, GIRLNINJA_PAIN_RATE, DoGirlNinjaPain, &s_GirlNinjaPain[3][0]}, }, { {GIRLNINJA_PAIN_R4 + 0, GIRLNINJA_PAIN_RATE, DoGirlNinjaPain, &s_GirlNinjaPain[4][0]}, }, }; STATEp sg_GirlNinjaPain[] = { s_GirlNinjaPain[0], s_GirlNinjaPain[1], s_GirlNinjaPain[2], s_GirlNinjaPain[3], s_GirlNinjaPain[4] }; ////////////////////// // // GIRLNINJA STICKY // ////////////////////// #define GIRLNINJA_STICKY_RATE 32 ANIMATOR InitEnemyMine; STATE s_GirlNinjaSticky[5][6] = { { {GIRLNINJA_THROW_R0 + 0, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[0][1]}, {GIRLNINJA_THROW_R0 + 0, GIRLNINJA_STICKY_RATE, NullGirlNinja, &s_GirlNinjaSticky[0][2]}, {GIRLNINJA_THROW_R0 + 1, 0 | SF_QUICK_CALL, InitEnemyMine, &s_GirlNinjaSticky[0][3]}, {GIRLNINJA_THROW_R0 + 1, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[0][4]}, {GIRLNINJA_THROW_R0 + 2, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaSticky[0][5]}, {GIRLNINJA_THROW_R0 + 2, GIRLNINJA_STICKY_RATE, DoGirlNinjaMove, &s_GirlNinjaSticky[0][5]}, }, { {GIRLNINJA_THROW_R1 + 0, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[1][1]}, {GIRLNINJA_THROW_R1 + 0, GIRLNINJA_STICKY_RATE, NullGirlNinja, &s_GirlNinjaSticky[1][2]}, {GIRLNINJA_THROW_R1 + 1, 0 | SF_QUICK_CALL, InitEnemyMine, &s_GirlNinjaSticky[1][3]}, {GIRLNINJA_THROW_R1 + 1, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[1][4]}, {GIRLNINJA_THROW_R1 + 2, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaSticky[1][5]}, {GIRLNINJA_THROW_R1 + 2, GIRLNINJA_STICKY_RATE, DoGirlNinjaMove, &s_GirlNinjaSticky[1][5]}, }, { {GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[2][1]}, {GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE, NullGirlNinja, &s_GirlNinjaSticky[2][2]}, {GIRLNINJA_THROW_R2 + 1, 0 | SF_QUICK_CALL, InitEnemyMine, &s_GirlNinjaSticky[2][3]}, {GIRLNINJA_THROW_R2 + 1, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[2][4]}, {GIRLNINJA_THROW_R2 + 2, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaSticky[2][5]}, {GIRLNINJA_THROW_R2 + 2, GIRLNINJA_STICKY_RATE, DoGirlNinjaMove, &s_GirlNinjaSticky[2][5]}, }, { {GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[3][1]}, {GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE, NullGirlNinja, &s_GirlNinjaSticky[3][2]}, {GIRLNINJA_THROW_R2 + 1, 0 | SF_QUICK_CALL, InitEnemyMine, &s_GirlNinjaSticky[3][3]}, {GIRLNINJA_THROW_R2 + 1, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[3][4]}, {GIRLNINJA_THROW_R2 + 2, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaSticky[3][5]}, {GIRLNINJA_THROW_R2 + 2, GIRLNINJA_STICKY_RATE, DoGirlNinjaMove, &s_GirlNinjaSticky[3][5]}, }, { {GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[4][1]}, {GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE, NullGirlNinja, &s_GirlNinjaSticky[4][2]}, {GIRLNINJA_THROW_R2 + 1, 0 | SF_QUICK_CALL, InitEnemyMine, &s_GirlNinjaSticky[4][3]}, {GIRLNINJA_THROW_R2 + 1, GIRLNINJA_STICKY_RATE * 2, NullGirlNinja, &s_GirlNinjaSticky[4][4]}, {GIRLNINJA_THROW_R2 + 2, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaSticky[4][5]}, {GIRLNINJA_THROW_R2 + 2, GIRLNINJA_STICKY_RATE, DoGirlNinjaMove, &s_GirlNinjaSticky[4][5]}, }, }; STATEp sg_GirlNinjaSticky[] = { s_GirlNinjaSticky[0], s_GirlNinjaSticky[1], s_GirlNinjaSticky[2], s_GirlNinjaSticky[3], s_GirlNinjaSticky[4] }; ////////////////////// // // GIRLNINJA CROSSBOW // ////////////////////// #define GIRLNINJA_CROSSBOW_RATE 14 ANIMATOR InitEnemyCrossbow; STATE s_GirlNinjaCrossbow[5][5] = { { {GIRLNINJA_FIRE_R0 + 0, GIRLNINJA_CROSSBOW_RATE * 2, NullGirlNinja, &s_GirlNinjaCrossbow[0][1]}, {GIRLNINJA_FIRE_R0 + 1, 0 | SF_QUICK_CALL, InitEnemyCrossbow, &s_GirlNinjaCrossbow[0][2]}, {GIRLNINJA_FIRE_R0 + 1, GIRLNINJA_CROSSBOW_RATE, NullGirlNinja, &s_GirlNinjaCrossbow[0][3]}, {GIRLNINJA_FIRE_R0 + 1, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaCrossbow[0][4]}, {GIRLNINJA_FIRE_R0 + 1, GIRLNINJA_CROSSBOW_RATE, DoGirlNinjaMove, &s_GirlNinjaCrossbow[0][4]}, }, { {GIRLNINJA_FIRE_R1 + 0, GIRLNINJA_CROSSBOW_RATE * 2, NullGirlNinja, &s_GirlNinjaCrossbow[1][1]}, {GIRLNINJA_FIRE_R1 + 1, 0 | SF_QUICK_CALL, InitEnemyCrossbow, &s_GirlNinjaCrossbow[1][2]}, {GIRLNINJA_FIRE_R1 + 1, GIRLNINJA_CROSSBOW_RATE, NullGirlNinja, &s_GirlNinjaCrossbow[1][3]}, {GIRLNINJA_FIRE_R1 + 1, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaCrossbow[1][4]}, {GIRLNINJA_FIRE_R1 + 1, GIRLNINJA_CROSSBOW_RATE, DoGirlNinjaMove, &s_GirlNinjaCrossbow[1][4]}, }, { {GIRLNINJA_FIRE_R2 + 0, GIRLNINJA_CROSSBOW_RATE * 2, NullGirlNinja, &s_GirlNinjaCrossbow[2][1]}, {GIRLNINJA_FIRE_R2 + 1, 0 | SF_QUICK_CALL, InitEnemyCrossbow, &s_GirlNinjaCrossbow[2][2]}, {GIRLNINJA_FIRE_R2 + 1, GIRLNINJA_CROSSBOW_RATE, NullGirlNinja, &s_GirlNinjaCrossbow[2][3]}, {GIRLNINJA_FIRE_R2 + 1, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaCrossbow[2][4]}, {GIRLNINJA_FIRE_R2 + 1, GIRLNINJA_CROSSBOW_RATE, DoGirlNinjaMove, &s_GirlNinjaCrossbow[2][4]}, }, { {GIRLNINJA_FIRE_R3 + 0, GIRLNINJA_CROSSBOW_RATE * 2, NullGirlNinja, &s_GirlNinjaCrossbow[3][1]}, {GIRLNINJA_FIRE_R3 + 1, 0 | SF_QUICK_CALL, InitEnemyCrossbow, &s_GirlNinjaCrossbow[3][2]}, {GIRLNINJA_FIRE_R3 + 1, GIRLNINJA_CROSSBOW_RATE, NullGirlNinja, &s_GirlNinjaCrossbow[3][3]}, {GIRLNINJA_FIRE_R3 + 1, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaCrossbow[3][4]}, {GIRLNINJA_FIRE_R3 + 1, GIRLNINJA_CROSSBOW_RATE, DoGirlNinjaMove, &s_GirlNinjaCrossbow[3][4]}, }, { {GIRLNINJA_FIRE_R4 + 0, GIRLNINJA_CROSSBOW_RATE * 2, NullGirlNinja, &s_GirlNinjaCrossbow[4][1]}, {GIRLNINJA_FIRE_R4 + 1, 0 | SF_QUICK_CALL, InitEnemyCrossbow, &s_GirlNinjaCrossbow[4][2]}, {GIRLNINJA_FIRE_R4 + 1, GIRLNINJA_CROSSBOW_RATE, NullGirlNinja, &s_GirlNinjaCrossbow[4][3]}, {GIRLNINJA_FIRE_R4 + 1, 0 | SF_QUICK_CALL, InitActorDecide, &s_GirlNinjaCrossbow[4][4]}, {GIRLNINJA_FIRE_R4 + 1, GIRLNINJA_CROSSBOW_RATE, DoGirlNinjaMove, &s_GirlNinjaCrossbow[4][4]}, }, }; STATEp sg_GirlNinjaCrossbow[] = { s_GirlNinjaCrossbow[0], s_GirlNinjaCrossbow[1], s_GirlNinjaCrossbow[2], s_GirlNinjaCrossbow[3], s_GirlNinjaCrossbow[4] }; ////////////////////// // // GIRLNINJA DIE // ////////////////////// #define GIRLNINJA_DIE_RATE 30 ANIMATOR DoGirlNinjaSpecial; STATE s_GirlNinjaDie[] = { {GIRLNINJA_DIE + 0, GIRLNINJA_DIE_RATE*2, NullGirlNinja, &s_GirlNinjaDie[1]}, {GIRLNINJA_DIE + 1, GIRLNINJA_DIE_RATE, NullGirlNinja, &s_GirlNinjaDie[2]}, {GIRLNINJA_DIE + 2, GIRLNINJA_DIE_RATE, NullGirlNinja, &s_GirlNinjaDie[3]}, {GIRLNINJA_DIE + 3, GIRLNINJA_DIE_RATE, NullGirlNinja, &s_GirlNinjaDie[4]}, {GIRLNINJA_DIE + 4, GIRLNINJA_DIE_RATE, NullGirlNinja, &s_GirlNinjaDie[5]}, {GIRLNINJA_DIE + 5, GIRLNINJA_DIE_RATE, NullGirlNinja, &s_GirlNinjaDie[6]}, {GIRLNINJA_DIE + 6, GIRLNINJA_DIE_RATE, NullGirlNinja, &s_GirlNinjaDie[7]}, {GIRLNINJA_DIE + 6, SF_QUICK_CALL, DoGirlNinjaSpecial, &s_GirlNinjaDie[8]}, {GIRLNINJA_DIE + 7, GIRLNINJA_DIE_RATE, NullGirlNinja, &s_GirlNinjaDie[9]}, {GIRLNINJA_DIE + 8, SF_QUICK_CALL, QueueFloorBlood, &s_GirlNinjaDie[10]}, {GIRLNINJA_DIE + 8, GIRLNINJA_DIE_RATE, DoActorDebris, &s_GirlNinjaDie[10]}, }; STATE s_GirlNinjaDead[] = { {GIRLNINJA_DIE + 6, GIRLNINJA_DIE_RATE, DoActorDebris, &s_GirlNinjaDead[1]}, {GIRLNINJA_DIE + 7, SF_QUICK_CALL, DoGirlNinjaSpecial, &s_GirlNinjaDead[2]}, {GIRLNINJA_DIE + 7, GIRLNINJA_DIE_RATE, DoActorDebris, &s_GirlNinjaDead[3]}, {GIRLNINJA_DIE + 8, SF_QUICK_CALL, QueueFloorBlood,&s_GirlNinjaDead[4]}, {GIRLNINJA_DIE + 8, GIRLNINJA_DIE_RATE, DoActorDebris, &s_GirlNinjaDead[4]}, }; STATE s_GirlNinjaDeathJump[] = { {GIRLNINJA_DIE + 0, GIRLNINJA_DIE_RATE, DoActorDeathMove, &s_GirlNinjaDeathJump[1]}, {GIRLNINJA_DIE + 1, GIRLNINJA_DIE_RATE, DoActorDeathMove, &s_GirlNinjaDeathJump[2]}, {GIRLNINJA_DIE + 2, GIRLNINJA_DIE_RATE, DoActorDeathMove, &s_GirlNinjaDeathJump[2]}, }; STATE s_GirlNinjaDeathFall[] = { {GIRLNINJA_DIE + 3, GIRLNINJA_DIE_RATE, DoActorDeathMove, &s_GirlNinjaDeathFall[1]}, {GIRLNINJA_DIE + 4, GIRLNINJA_DIE_RATE, DoActorDeathMove, &s_GirlNinjaDeathFall[1]}, }; /* 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]; */ STATEp sg_GirlNinjaDie[] = { s_GirlNinjaDie }; STATEp sg_GirlNinjaDead[] = { s_GirlNinjaDead }; STATEp sg_GirlNinjaDeathJump[] = { s_GirlNinjaDeathJump }; STATEp sg_GirlNinjaDeathFall[] = { s_GirlNinjaDeathFall }; /* !AIC - Collection of states that connect action to states */ ACTOR_ACTION_SET GirlNinjaActionSet = { sg_GirlNinjaStand, sg_GirlNinjaRun, sg_GirlNinjaJump, sg_GirlNinjaFall, NULL, NULL, NULL, sg_GirlNinjaRise, sg_GirlNinjaSit, NULL, NULL, sg_GirlNinjaPain, sg_GirlNinjaDie, NULL, sg_GirlNinjaDead, sg_GirlNinjaDeathJump, sg_GirlNinjaDeathFall, {sg_GirlNinjaCrossbow, sg_GirlNinjaSticky}, {800, 1024}, {sg_GirlNinjaCrossbow, sg_GirlNinjaSticky}, {800, 1024}, {NULL}, sg_GirlNinjaDuck, NULL }; int SetupGirlNinja(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u; ANIMATOR DoActorDecide; if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) { u = User[SpriteNum].Data(); ASSERT(u); } else { u = SpawnUser(SpriteNum, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]); u->Health = 100; } u->StateEnd = s_GirlNinjaDie; u->Rot = sg_GirlNinjaRun; sp->xrepeat = 51; sp->yrepeat = 43; u->Attrib = &GirlNinjaAttrib; sp->pal = u->spal = 26; EnemyDefaults(SpriteNum, &GirlNinjaActionSet, &GirlNinjaPersonality); ChangeState(SpriteNum, s_GirlNinjaRun[0]); DoActorSetSpeed(SpriteNum, NORM_SPEED); u->Radius = 280; RESET(u->Flags, SPR_XFLIP_TOGGLE); return 0; } int DoGirlNinjaMove(short SpriteNum) { USERp u = User[SpriteNum].Data(); // jumping and falling if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING) && !TEST(u->Flags, SPR_CLIMBING)) { if (TEST(u->Flags, SPR_JUMPING)) DoActorJump(SpriteNum); else if (TEST(u->Flags, SPR_FALLING)) DoActorFall(SpriteNum); } // sliding if (TEST(u->Flags, SPR_SLIDING) && !TEST(u->Flags, SPR_CLIMBING)) DoActorSlide(SpriteNum); // !AIC - do track or call current action function - such as DoActorMoveCloser() if (u->track >= 0) ActorFollowTrack(SpriteNum, ACTORMOVETICS); else { (*u->ActorActionFunc)(SpriteNum); } // stay on floor unless doing certain things if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) { KeepActorOnFloor(SpriteNum); } // take damage from environment DoActorSectorDamage(SpriteNum); return 0; } int GirlNinjaJumpActionFunc(short SpriteNum) { USERp u = User[SpriteNum].Data(); SPRITEp sp = User[SpriteNum]->SpriteP; int nx, ny; // Move while jumping nx = MulScale(sp->xvel, bcos(sp->ang), 14); ny = MulScale(sp->xvel, bsin(sp->ang), 14); // if cannot move the sprite if (!move_actor(SpriteNum, nx, ny, 0L)) { return 0; } if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING)) { InitActorDecide(SpriteNum); } return 0; } int NullGirlNinja(short SpriteNum) { USERp u = User[SpriteNum].Data(); if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS; if (TEST(u->Flags, SPR_SLIDING) && !TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING)) DoActorSlide(SpriteNum); if (!TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING)) KeepActorOnFloor(SpriteNum); DoActorSectorDamage(SpriteNum); return 0; } int DoGirlNinjaPain(short SpriteNum) { USERp u = User[SpriteNum].Data(); NullGirlNinja(SpriteNum); if ((u->WaitTics -= ACTORMOVETICS) <= 0) InitActorDecide(SpriteNum); return 0; } int DoGirlNinjaSpecial(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum].Data(); if (u->spal == PALETTE_PLAYER5) { RESET(sp->cstat,CSTAT_SPRITE_TRANSLUCENT); sp->hitag = 0; sp->shade = -10; } return 0; } #include "saveable.h" static saveable_code saveable_girlninj_code[] = { SAVE_CODE(SetupGirlNinja), SAVE_CODE(DoGirlNinjaMove), SAVE_CODE(GirlNinjaJumpActionFunc), SAVE_CODE(NullGirlNinja), SAVE_CODE(DoGirlNinjaPain), SAVE_CODE(DoGirlNinjaSpecial), }; static saveable_data saveable_girlninj_data[] = { SAVE_DATA(GirlNinjaBattle), SAVE_DATA(GirlNinjaOffense), SAVE_DATA(GirlNinjaBroadcast), SAVE_DATA(GirlNinjaSurprised), SAVE_DATA(GirlNinjaEvasive), SAVE_DATA(GirlNinjaLostTarget), SAVE_DATA(GirlNinjaCloseRange), SAVE_DATA(GirlNinjaPersonality), SAVE_DATA(GirlNinjaAttrib), SAVE_DATA(s_GirlNinjaRun), SAVE_DATA(sg_GirlNinjaRun), SAVE_DATA(s_GirlNinjaStand), SAVE_DATA(sg_GirlNinjaStand), SAVE_DATA(s_GirlNinjaRise), SAVE_DATA(sg_GirlNinjaRise), SAVE_DATA(s_GirlNinjaDuck), SAVE_DATA(sg_GirlNinjaDuck), SAVE_DATA(s_GirlNinjaSit), SAVE_DATA(sg_GirlNinjaSit), SAVE_DATA(s_GirlNinjaJump), SAVE_DATA(sg_GirlNinjaJump), SAVE_DATA(s_GirlNinjaFall), SAVE_DATA(sg_GirlNinjaFall), SAVE_DATA(s_GirlNinjaPain), SAVE_DATA(sg_GirlNinjaPain), SAVE_DATA(s_GirlNinjaSticky), SAVE_DATA(sg_GirlNinjaSticky), SAVE_DATA(s_GirlNinjaCrossbow), SAVE_DATA(sg_GirlNinjaCrossbow), SAVE_DATA(s_GirlNinjaDie), SAVE_DATA(s_GirlNinjaDead), SAVE_DATA(s_GirlNinjaDeathJump), SAVE_DATA(s_GirlNinjaDeathFall), SAVE_DATA(sg_GirlNinjaDie), SAVE_DATA(sg_GirlNinjaDead), SAVE_DATA(sg_GirlNinjaDeathJump), SAVE_DATA(sg_GirlNinjaDeathFall), SAVE_DATA(GirlNinjaActionSet), }; saveable_module saveable_girlninj = { // code saveable_girlninj_code, SIZ(saveable_girlninj_code), // data saveable_girlninj_data, SIZ(saveable_girlninj_data) }; END_SW_NS