//------------------------------------------------------------------------- /* 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 "sprite.h" #include "misc.h" BEGIN_SW_NS ANIMATOR InitRipper2Hang; ANIMATOR DoRipper2MoveJump; ANIMATOR DoRipper2HangJF; ANIMATOR DoRipper2QuickJump; ANIMATOR InitRipper2Charge; DECISION Ripper2Battle[] = { {879, InitRipper2Charge}, {883, InitActorAttackNoise}, {900, InitRipper2Hang}, {1024, InitActorAttack} }; DECISION Ripper2Offense[] = { {789, InitActorMoveCloser}, {790, InitActorAttackNoise}, {800, InitRipper2Hang}, {1024, InitActorAttack} }; DECISION Ripper2Broadcast[] = { {3, InitActorAmbientNoise}, {1024, InitActorDecide} }; DECISION Ripper2Surprised[] = { {40, InitRipper2Hang}, {701, InitActorMoveCloser}, {1024, InitActorDecide} }; DECISION Ripper2Evasive[] = { {10, InitActorMoveCloser}, {1024, InitRipper2Charge} }; DECISION Ripper2LostTarget[] = { {900, InitActorFindPlayer}, {1024, InitActorWanderAround} }; DECISION Ripper2CloseRange[] = { {1024, InitActorAttack } }; PERSONALITY Ripper2Personality = { Ripper2Battle, Ripper2Offense, Ripper2Broadcast, Ripper2Surprised, Ripper2Evasive, Ripper2LostTarget, Ripper2CloseRange, Ripper2CloseRange }; ATTRIBUTE Ripper2Attrib = { {100, 120, 300, 380}, // Speeds {5, 0, -2, -4}, // Tic Adjusts 3, // MaxWeapons; { DIGI_RIPPER2AMBIENT, DIGI_RIPPER2ALERT, DIGI_RIPPER2ATTACK, DIGI_RIPPER2PAIN, DIGI_RIPPER2SCREAM, DIGI_RIPPER2HEARTOUT, 0,0,0,0 } }; ////////////////////// // // RIPPER2 RUN // ////////////////////// #define RIPPER2_RUN_RATE 16 ANIMATOR DoRipper2Move, NullRipper2, DoActorDebris; STATE s_Ripper2Run[5][4] = { { {RIPPER2_RUN_R0 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][1]}, {RIPPER2_RUN_R0 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][2]}, {RIPPER2_RUN_R0 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][3]}, {RIPPER2_RUN_R0 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][0]}, }, { {RIPPER2_RUN_R1 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][1]}, {RIPPER2_RUN_R1 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][2]}, {RIPPER2_RUN_R1 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][3]}, {RIPPER2_RUN_R1 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][0]}, }, { {RIPPER2_RUN_R2 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][1]}, {RIPPER2_RUN_R2 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][2]}, {RIPPER2_RUN_R2 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][3]}, {RIPPER2_RUN_R2 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][0]}, }, { {RIPPER2_RUN_R3 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][1]}, {RIPPER2_RUN_R3 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][2]}, {RIPPER2_RUN_R3 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][3]}, {RIPPER2_RUN_R3 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][0]}, }, { {RIPPER2_RUN_R4 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][1]}, {RIPPER2_RUN_R4 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][2]}, {RIPPER2_RUN_R4 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][3]}, {RIPPER2_RUN_R4 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][0]}, } }; STATE* sg_Ripper2Run[] = { &s_Ripper2Run[0][0], &s_Ripper2Run[1][0], &s_Ripper2Run[2][0], &s_Ripper2Run[3][0], &s_Ripper2Run[4][0] }; ////////////////////// // // RIPPER2 RUNFAST // ////////////////////// #define RIPPER2_RUNFAST_RATE 14 ANIMATOR NullRipper2, DoActorDebris; STATE s_Ripper2RunFast[5][4] = { { {RIPPER2_RUNFAST_R0 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][1]}, {RIPPER2_RUNFAST_R0 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][2]}, {RIPPER2_RUNFAST_R0 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][3]}, {RIPPER2_RUNFAST_R0 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][0]}, }, { {RIPPER2_RUNFAST_R1 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][1]}, {RIPPER2_RUNFAST_R1 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][2]}, {RIPPER2_RUNFAST_R1 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][3]}, {RIPPER2_RUNFAST_R1 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][0]}, }, { {RIPPER2_RUNFAST_R2 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][1]}, {RIPPER2_RUNFAST_R2 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][2]}, {RIPPER2_RUNFAST_R2 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][3]}, {RIPPER2_RUNFAST_R2 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][0]}, }, { {RIPPER2_RUNFAST_R3 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][1]}, {RIPPER2_RUNFAST_R3 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][2]}, {RIPPER2_RUNFAST_R3 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][3]}, {RIPPER2_RUNFAST_R3 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][0]}, }, { {RIPPER2_RUNFAST_R4 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][1]}, {RIPPER2_RUNFAST_R4 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][2]}, {RIPPER2_RUNFAST_R4 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][3]}, {RIPPER2_RUNFAST_R4 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][0]}, } }; STATE* sg_Ripper2RunFast[] = { &s_Ripper2RunFast[0][0], &s_Ripper2RunFast[1][0], &s_Ripper2RunFast[2][0], &s_Ripper2RunFast[3][0], &s_Ripper2RunFast[4][0] }; ////////////////////// // // RIPPER2 STAND // ////////////////////// #define RIPPER2_STAND_RATE 12 STATE s_Ripper2Stand[5][1] = { { {RIPPER2_STAND_R0 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[0][0]}, }, { {RIPPER2_STAND_R1 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[1][0]}, }, { {RIPPER2_STAND_R2 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[2][0]}, }, { {RIPPER2_STAND_R3 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[3][0]}, }, { {RIPPER2_STAND_R4 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[4][0]}, }, }; STATE* sg_Ripper2Stand[] = { s_Ripper2Stand[0], s_Ripper2Stand[1], s_Ripper2Stand[2], s_Ripper2Stand[3], s_Ripper2Stand[4] }; ////////////////////// // // RIPPER2 SWIPE // ////////////////////// #define RIPPER2_SWIPE_RATE 14 ANIMATOR InitActorDecide; ANIMATOR InitRipperSlash; STATE s_Ripper2Swipe[5][8] = { { {RIPPER2_SWIPE_R0 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][1]}, {RIPPER2_SWIPE_R0 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][2]}, {RIPPER2_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[0][3]}, {RIPPER2_SWIPE_R0 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][4]}, {RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][5]}, {RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[0][6]}, {RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[0][7]}, {RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[0][7]}, }, { {RIPPER2_SWIPE_R1 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][1]}, {RIPPER2_SWIPE_R1 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][2]}, {RIPPER2_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[1][3]}, {RIPPER2_SWIPE_R1 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][4]}, {RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][5]}, {RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[1][6]}, {RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[1][7]}, {RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[1][7]}, }, { {RIPPER2_SWIPE_R2 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][1]}, {RIPPER2_SWIPE_R2 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][2]}, {RIPPER2_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[2][3]}, {RIPPER2_SWIPE_R2 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][4]}, {RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][5]}, {RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[2][6]}, {RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[2][7]}, {RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[2][7]}, }, { {RIPPER2_SWIPE_R3 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][1]}, {RIPPER2_SWIPE_R3 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][2]}, {RIPPER2_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[3][3]}, {RIPPER2_SWIPE_R3 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][4]}, {RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][5]}, {RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[3][6]}, {RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[3][7]}, {RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[3][7]}, }, { {RIPPER2_SWIPE_R4 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][1]}, {RIPPER2_SWIPE_R4 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][2]}, {RIPPER2_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[4][3]}, {RIPPER2_SWIPE_R4 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][4]}, {RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][5]}, {RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[4][6]}, {RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[4][7]}, {RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[4][7]}, } }; STATE* sg_Ripper2Swipe[] = { &s_Ripper2Swipe[0][0], &s_Ripper2Swipe[1][0], &s_Ripper2Swipe[2][0], &s_Ripper2Swipe[3][0], &s_Ripper2Swipe[4][0] }; ////////////////////// // // RIPPER2 KONG // ////////////////////// #define RIPPER2_MEKONG_RATE 18 ANIMATOR InitActorDecide, ChestRipper2; STATE s_Ripper2Kong[5][7] = { { {RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][1]}, {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[0][2]}, {RIPPER2_MEKONG_R0 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][3]}, {RIPPER2_MEKONG_R0 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][4]}, {RIPPER2_MEKONG_R0 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][5]}, {RIPPER2_MEKONG_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[0][6]}, {RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[0][6]}, }, { {RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][1]}, {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[1][2]}, {RIPPER2_MEKONG_R1 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][3]}, {RIPPER2_MEKONG_R1 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][4]}, {RIPPER2_MEKONG_R1 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][5]}, {RIPPER2_MEKONG_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[1][6]}, {RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[1][6]}, }, { {RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][1]}, {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[2][2]}, {RIPPER2_MEKONG_R2 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][3]}, {RIPPER2_MEKONG_R2 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][4]}, {RIPPER2_MEKONG_R2 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][5]}, {RIPPER2_MEKONG_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[2][6]}, {RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[2][6]}, }, { {RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][1]}, {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[3][2]}, {RIPPER2_MEKONG_R3 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][3]}, {RIPPER2_MEKONG_R3 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][4]}, {RIPPER2_MEKONG_R3 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][5]}, {RIPPER2_MEKONG_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[3][6]}, {RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[3][6]}, }, { {RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][1]}, {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[4][2]}, {RIPPER2_MEKONG_R4 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][3]}, {RIPPER2_MEKONG_R4 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][4]}, {RIPPER2_MEKONG_R4 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][5]}, {RIPPER2_MEKONG_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[4][6]}, {RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[4][6]}, } }; STATE* sg_Ripper2Kong[] = { &s_Ripper2Kong[0][0], &s_Ripper2Kong[1][0], &s_Ripper2Kong[2][0], &s_Ripper2Kong[3][0], &s_Ripper2Kong[4][0] }; ////////////////////// // // RIPPER2 HEART - show players heart // ////////////////////// #define RIPPER2_HEART_RATE 20 ANIMATOR DoRipper2StandHeart; STATE s_Ripper2Heart[5][4] = { { {RIPPER2_HEART_R0 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[0][1]}, {RIPPER2_HEART_R0 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[0][0]}, }, { {RIPPER2_HEART_R1 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[1][1]}, {RIPPER2_HEART_R1 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[1][0]}, }, { {RIPPER2_HEART_R2 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[2][1]}, {RIPPER2_HEART_R2 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[2][0]}, }, { {RIPPER2_HEART_R3 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[3][1]}, {RIPPER2_HEART_R3 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[3][0]}, }, { {RIPPER2_HEART_R4 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[4][1]}, {RIPPER2_HEART_R4 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[4][0]}, } }; STATE* sg_Ripper2Heart[] = { &s_Ripper2Heart[0][0], &s_Ripper2Heart[1][0], &s_Ripper2Heart[2][0], &s_Ripper2Heart[3][0], &s_Ripper2Heart[4][0] }; ////////////////////// // // RIPPER2 HANG // ////////////////////// #define RIPPER2_HANG_RATE 14 ANIMATOR DoRipper2Hang; STATE s_Ripper2Hang[5][4] = { { {RIPPER2_HANG_R0, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[0][0]}, }, { {RIPPER2_HANG_R1, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[1][0]}, }, { {RIPPER2_HANG_R2, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[2][0]}, }, { {RIPPER2_HANG_R3, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[3][0]}, }, { {RIPPER2_HANG_R4, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[4][0]}, } }; STATE* sg_Ripper2Hang[] = { &s_Ripper2Hang[0][0], &s_Ripper2Hang[1][0], &s_Ripper2Hang[2][0], &s_Ripper2Hang[3][0], &s_Ripper2Hang[4][0] }; ////////////////////// // // RIPPER2 PAIN // ////////////////////// #define RIPPER2_PAIN_RATE 38 ANIMATOR DoRipper2Pain; STATE s_Ripper2Pain[5][1] = { { {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[0][0]}, }, { {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[1][0]}, }, { {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[2][0]}, }, { {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[3][0]}, }, { {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[4][0]}, } }; STATE* sg_Ripper2Pain[] = { &s_Ripper2Pain[0][0], &s_Ripper2Pain[1][0], &s_Ripper2Pain[2][0], &s_Ripper2Pain[3][0], &s_Ripper2Pain[4][0] }; ////////////////////// // // RIPPER2 JUMP // ////////////////////// #define RIPPER2_JUMP_RATE 25 STATE s_Ripper2Jump[5][6] = { { {RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[0][1]}, {RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[0][1]}, }, { {RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[1][1]}, {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[1][1]}, }, { {RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[2][1]}, {RIPPER2_JUMP_R2 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[2][1]}, }, { {RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[3][1]}, {RIPPER2_JUMP_R3 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[3][1]}, }, { {RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[4][1]}, {RIPPER2_JUMP_R4 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[4][1]}, } }; STATE* sg_Ripper2Jump[] = { &s_Ripper2Jump[0][0], &s_Ripper2Jump[1][0], &s_Ripper2Jump[2][0], &s_Ripper2Jump[3][0], &s_Ripper2Jump[4][0] }; ////////////////////// // // RIPPER2 FALL // ////////////////////// #define RIPPER2_FALL_RATE 25 STATE s_Ripper2Fall[5][6] = { { {RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[0][0]}, }, { {RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[1][0]}, }, { {RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[2][0]}, }, { {RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[3][0]}, }, { {RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[4][0]}, } }; STATE* sg_Ripper2Fall[] = { &s_Ripper2Fall[0][0], &s_Ripper2Fall[1][0], &s_Ripper2Fall[2][0], &s_Ripper2Fall[3][0], &s_Ripper2Fall[4][0] }; ////////////////////// // // RIPPER2 JUMP ATTACK // ////////////////////// #define RIPPER2_JUMP_ATTACK_RATE 35 int DoRipper2BeginJumpAttack(DSWActor* actor); STATE s_Ripper2JumpAttack[5][6] = { { {RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[0][1]}, {RIPPER2_JUMP_R0 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[0][2]}, {RIPPER2_JUMP_R0 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[0][3]}, {RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[0][3]}, }, { {RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[1][1]}, {RIPPER2_JUMP_R1 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[1][2]}, {RIPPER2_JUMP_R1 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[1][3]}, {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[1][3]}, }, { {RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[2][1]}, {RIPPER2_JUMP_R2 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[2][2]}, {RIPPER2_JUMP_R2 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[2][3]}, {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[2][3]}, }, { {RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[3][1]}, {RIPPER2_JUMP_R3 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[3][2]}, {RIPPER2_JUMP_R3 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[3][3]}, {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[3][3]}, }, { {RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[4][1]}, {RIPPER2_JUMP_R4 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[4][2]}, {RIPPER2_JUMP_R4 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[4][3]}, {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[4][3]}, } }; STATE* sg_Ripper2JumpAttack[] = { &s_Ripper2JumpAttack[0][0], &s_Ripper2JumpAttack[1][0], &s_Ripper2JumpAttack[2][0], &s_Ripper2JumpAttack[3][0], &s_Ripper2JumpAttack[4][0] }; ////////////////////// // // RIPPER2 HANG_JUMP // ////////////////////// #define RIPPER2_HANG_JUMP_RATE 20 STATE s_Ripper2HangJump[5][6] = { { {RIPPER2_JUMP_R0 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[0][1]}, {RIPPER2_JUMP_R0 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[0][1]}, }, { {RIPPER2_JUMP_R1 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[1][1]}, {RIPPER2_JUMP_R1 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[1][1]}, }, { {RIPPER2_JUMP_R2 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[2][1]}, {RIPPER2_JUMP_R2 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[2][1]}, }, { {RIPPER2_JUMP_R3 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[3][1]}, {RIPPER2_JUMP_R3 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[3][1]}, }, { {RIPPER2_JUMP_R4 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[4][1]}, {RIPPER2_JUMP_R4 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[4][1]}, } }; STATE* sg_Ripper2HangJump[] = { &s_Ripper2HangJump[0][0], &s_Ripper2HangJump[1][0], &s_Ripper2HangJump[2][0], &s_Ripper2HangJump[3][0], &s_Ripper2HangJump[4][0] }; ////////////////////// // // RIPPER2 HANG_FALL // ////////////////////// #define RIPPER2_FALL_RATE 25 STATE s_Ripper2HangFall[5][6] = { { {RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[0][0]}, }, { {RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[1][0]}, }, { {RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[2][0]}, }, { {RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[3][0]}, }, { {RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[4][0]}, } }; STATE* sg_Ripper2HangFall[] = { &s_Ripper2HangFall[0][0], &s_Ripper2HangFall[1][0], &s_Ripper2HangFall[2][0], &s_Ripper2HangFall[3][0], &s_Ripper2HangFall[4][0] }; ////////////////////// // // RIPPER2 DIE // ////////////////////// #define RIPPER2_DIE_RATE 18 STATE s_Ripper2Die[] = { {RIPPER2_DIE + 0, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[1]}, {RIPPER2_DIE + 1, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[2]}, {RIPPER2_DIE + 2, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[3]}, {RIPPER2_DIE + 3, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[4]}, {RIPPER2_DIE + 4, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[5]}, {RIPPER2_DIE + 5, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[6]}, {RIPPER2_DIE + 6, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[7]}, {RIPPER2_DEAD, RIPPER2_DIE_RATE, DoActorDebris, &s_Ripper2Die[7]}, }; #define RIPPER2_DEAD_RATE 8 STATE s_Ripper2Dead[] = { {RIPPER2_DIE + 0, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[1]}, {RIPPER2_DIE + 1, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[2]}, {RIPPER2_DIE + 2, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[3]}, {RIPPER2_DIE + 3, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[4]}, {RIPPER2_DIE + 4, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[5]}, {RIPPER2_DIE + 5, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[6]}, {RIPPER2_DIE + 6, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[7]}, {RIPPER2_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_Ripper2Dead[8]}, {RIPPER2_DEAD, RIPPER2_DEAD_RATE, DoActorDebris, &s_Ripper2Dead[8]}, }; STATE* sg_Ripper2Die[] = { s_Ripper2Die }; STATE* sg_Ripper2Dead[] = { s_Ripper2Dead }; STATE s_Ripper2DeathJump[] = { {RIPPER2_DIE + 0, RIPPER2_DIE_RATE, DoActorDeathMove, &s_Ripper2DeathJump[0]} }; STATE s_Ripper2DeathFall[] = { {RIPPER2_DIE + 1, RIPPER2_DIE_RATE, DoActorDeathMove, &s_Ripper2DeathFall[0]} }; STATE* sg_Ripper2DeathJump[] = { s_Ripper2DeathJump }; STATE* sg_Ripper2DeathFall[] = { s_Ripper2DeathFall }; /* STATE* *Stand[MAX_WEAPONS]; STATE* *Run; STATE* *Jump; STATE* *Fall; STATE* *Crawl; STATE* *Swim; 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]; */ ACTOR_ACTION_SET Ripper2ActionSet = { sg_Ripper2Stand, sg_Ripper2Run, sg_Ripper2Jump, sg_Ripper2Fall, nullptr, // sg_Ripper2Crawl, nullptr, // sg_Ripper2Swim, nullptr, // sg_Ripper2Fly, nullptr, // sg_Ripper2Rise, nullptr, // sg_Ripper2Sit, nullptr, // sg_Ripper2Look, nullptr, // climb sg_Ripper2Pain, sg_Ripper2Die, nullptr, // sg_Ripper2HariKari, sg_Ripper2Dead, sg_Ripper2DeathJump, sg_Ripper2DeathFall, {sg_Ripper2Swipe}, {1024}, {sg_Ripper2JumpAttack, sg_Ripper2Kong}, {500, 1024}, {sg_Ripper2Heart, sg_Ripper2Hang}, nullptr, nullptr }; ACTOR_ACTION_SET Ripper2BrownActionSet = { sg_Ripper2Stand, sg_Ripper2Run, sg_Ripper2Jump, sg_Ripper2Fall, nullptr, // sg_Ripper2Crawl, nullptr, // sg_Ripper2Swim, nullptr, // sg_Ripper2Fly, nullptr, // sg_Ripper2Rise, nullptr, // sg_Ripper2Sit, nullptr, // sg_Ripper2Look, nullptr, // climb sg_Ripper2Pain, // pain sg_Ripper2Die, nullptr, // sg_Ripper2HariKari, sg_Ripper2Dead, sg_Ripper2DeathJump, sg_Ripper2DeathFall, {sg_Ripper2Swipe}, {1024}, {sg_Ripper2JumpAttack, sg_Ripper2Kong}, {400, 1024}, {sg_Ripper2Heart, sg_Ripper2Hang}, nullptr, nullptr }; int SetupRipper2(DSWActor* actor) { ANIMATOR DoActorDecide; if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]); actor->user.Health = HEALTH_RIPPER2; } ChangeState(actor, s_Ripper2Run[0]); actor->user.Attrib = &Ripper2Attrib; DoActorSetSpeed(actor, NORM_SPEED); actor->user.StateEnd = s_Ripper2Die; actor->user.Rot = sg_Ripper2Run; actor->spr.clipdist = 512 >> 2; // This actor is bigger, needs bigger box. actor->spr.xrepeat = actor->spr.yrepeat = 55; if (actor->spr.pal == PALETTE_BROWN_RIPPER) { EnemyDefaults(actor, &Ripper2BrownActionSet, &Ripper2Personality); actor->spr.xrepeat += 40; actor->spr.yrepeat += 40; if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = HEALTH_MOMMA_RIPPER; actor->spr.clipdist += 128 >> 2; } else { EnemyDefaults(actor, &Ripper2ActionSet, &Ripper2Personality); } actor->user.Flags |= (SPR_XFLIP_TOGGLE); return 0; } // // HANGING - Jumping/Falling/Stationary // int InitRipper2Hang(DSWActor* actor) { // Except for the states this is identical to InitRipperHang. Merge them? HitInfo hit{}; bool Found = false; for (int dang = 0; dang < 2048; dang += 128) { auto tang = actor->spr.angle + DAngle::fromBuild(dang); FAFhitscan(actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->sector(), DVector3(tang.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) continue; int dist = DistanceI(actor->spr.pos, hit.hitpos); if (hit.hitWall == nullptr || dist < 2000 || dist > 7000) { continue; } Found = true; actor->spr.angle = tang; break; } if (!Found) { InitActorDecide(actor); return 0; } NewStateGroup(actor, sg_Ripper2HangJump); actor->user.StateFallOverride = sg_Ripper2HangFall; DoActorSetSpeed(actor, FAST_SPEED); PickJumpMaxSpeed(actor, -(RandomRange(400)+100)); actor->user.Flags |= (SPR_JUMPING); actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = 8; DoJump(actor); return 0; } int DoRipper2Hang(DSWActor* actor) { if ((actor->user.WaitTics -= ACTORMOVETICS) > 0) return 0; NewStateGroup(actor, sg_Ripper2JumpAttack); // move to the 2nd frame - past the pause frame actor->user.Tics += actor->user.State->Tics; return 0; } int DoRipper2MoveHang(DSWActor* actor) { // if cannot move the sprite if (!move_actor(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, 0))) { if (actor->user.coll.type == kHitWall) { short hit_wall; short w, nw; // Don't keep clinging and going ever higher! if (abs(actor->int_pos().Z - actor->user.targetActor->int_pos().Z) > (4000<<4)) return 0; NewStateGroup(actor, actor->user.ActorActionSet->Special[1]); if (RANDOM_P2(1024<<8)>>8 > 500) actor->user.WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120); else actor->user.WaitTics = 0; // Double jump // hang flush with the wall actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512)); return 0; } } return 0; } int DoRipper2HangJF(DSWActor* actor) { if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); } if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipper2QuickJump(actor)) return 0; InitActorDecide(actor); } DoRipper2MoveHang(actor); return 0; } // // JUMP ATTACK // int DoRipper2BeginJumpAttack(DSWActor* actor) { DSWActor* target = actor->user.targetActor; // Always jump at player if mad. auto vec = (target->spr.pos.XY() - actor->spr.pos.XY()).Unit() * 8; Collision coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); if (coll.type != kHitNone) actor->spr.angle += DAngle180 + DAngle::fromBuild(RANDOM_NEG(256, 6) >> 6); else actor->spr.angle = VecToAngle(vec); DoActorSetSpeed(actor, FAST_SPEED); PickJumpMaxSpeed(actor, -(RandomRange(400)+100)); actor->user.Flags |= (SPR_JUMPING); actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = 8; // if I didn't do this here they get stuck in the air sometimes DoActorZrange(actor); DoJump(actor); return 0; } int DoRipper2MoveJump(DSWActor* actor) { if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); } if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipper2QuickJump(actor)) return 0; InitActorDecide(actor); } DoRipper2MoveHang(actor); return 0; } // // STD MOVEMENT // int DoRipper2QuickJump(DSWActor* actor) { // Tests to see if ripper2 is on top of a player/enemy and then immediatly // does another jump DSWActor* low = actor->user.lowActor; if (low) { if ((low->spr.extra & SPRX_PLAYER_OR_ENEMY)) { NewStateGroup(actor, sg_Ripper2JumpAttack); // move past the first state actor->user.Tics = 30; return true; } } return false; } int NullRipper2(DSWActor* actor) { if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); DoActorSectorDamage(actor); return 0; } int DoRipper2Pain(DSWActor* actor) { NullRipper2(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) InitActorDecide(actor); return 0; } int DoRipper2RipHeart(DSWActor* actor) { DSWActor* target = actor->user.targetActor; NewStateGroup(actor, sg_Ripper2Heart); actor->user.WaitTics = 6 * 120; // player face ripper2 target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos); return 0; } int DoRipper2StandHeart(DSWActor* actor) { NullRipper2(actor); if (!SoundValidAndActive(actor, CHAN_RipHeart)) PlaySound(DIGI_RIPPER2HEARTOUT, actor, v3df_none, CHAN_RipHeart); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) NewStateGroup(actor, sg_Ripper2Run); return 0; } void Ripper2Hatch(DSWActor* actor) { const int MAX_RIPPER2S = 1; short rip_ang[MAX_RIPPER2S]; rip_ang[0] = RANDOM_P2(2048); //rip_ang[1] = NORM_ANGLE(rip_ang[0] + 1024 + (RANDOM_P2(512) - 256)); for (int i = 0; i < MAX_RIPPER2S; i++) { auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); ClearOwner(actorNew); actorNew->spr.pos = actor->spr.pos; actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64; actorNew->set_int_ang(rip_ang[i]); actorNew->spr.pal = 0; actorNew->spr.shade = -10; SetupRipper2(actorNew); // make immediately active actorNew->user.Flags |= (SPR_ACTIVE); NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump); actorNew->user.ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(actorNew, FAST_SPEED); PickJumpMaxSpeed(actorNew, -600); actorNew->user.Flags |= (SPR_JUMPING); actorNew->user.Flags &= ~(SPR_FALLING); actorNew->user.jump_grav = 8; // if I didn't do this here they get stuck in the air sometimes DoActorZrange(actorNew); DoJump(actorNew); } } int DoRipper2Move(DSWActor* actor) { if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1) DoCheckSwarm(actor); if (actor->user.scale_speed) { DoScaleSprite(actor); } if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); } // if on a player/enemy sprite jump quickly if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipper2QuickJump(actor)) return 0; KeepActorOnFloor(actor); } if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) ActorFollowTrack(actor, ACTORMOVETICS); else (*actor->user.ActorActionFunc)(actor); DoActorSectorDamage(actor); return 0; } int InitRipper2Charge(DSWActor* actor) { DoActorSetSpeed(actor, FAST_SPEED); InitActorMoveCloser(actor); NewStateGroup(actor, sg_Ripper2RunFast); return 0; } int ChestRipper2(DSWActor* actor) { PlaySound(DIGI_RIPPER2CHEST, actor, v3df_follow); return 0; } #include "saveable.h" static saveable_code saveable_ripper2_code[] = { SAVE_CODE(InitRipper2Hang), SAVE_CODE(DoRipper2Hang), SAVE_CODE(DoRipper2MoveHang), SAVE_CODE(DoRipper2HangJF), SAVE_CODE(DoRipper2BeginJumpAttack), SAVE_CODE(DoRipper2MoveJump), SAVE_CODE(DoRipper2QuickJump), SAVE_CODE(NullRipper2), SAVE_CODE(DoRipper2Pain), SAVE_CODE(DoRipper2RipHeart), SAVE_CODE(DoRipper2StandHeart), SAVE_CODE(Ripper2Hatch), SAVE_CODE(DoRipper2Move), SAVE_CODE(InitRipper2Charge), SAVE_CODE(ChestRipper2), }; static saveable_data saveable_ripper2_data[] = { SAVE_DATA(Ripper2Battle), SAVE_DATA(Ripper2Offense), SAVE_DATA(Ripper2Broadcast), SAVE_DATA(Ripper2Surprised), SAVE_DATA(Ripper2Evasive), SAVE_DATA(Ripper2LostTarget), SAVE_DATA(Ripper2CloseRange), SAVE_DATA(Ripper2Personality), SAVE_DATA(Ripper2Attrib), SAVE_DATA(s_Ripper2Run), SAVE_DATA(sg_Ripper2Run), SAVE_DATA(s_Ripper2RunFast), SAVE_DATA(sg_Ripper2RunFast), SAVE_DATA(s_Ripper2Stand), SAVE_DATA(sg_Ripper2Stand), SAVE_DATA(s_Ripper2Swipe), SAVE_DATA(sg_Ripper2Swipe), SAVE_DATA(s_Ripper2Kong), SAVE_DATA(sg_Ripper2Kong), SAVE_DATA(s_Ripper2Heart), SAVE_DATA(sg_Ripper2Heart), SAVE_DATA(s_Ripper2Hang), SAVE_DATA(sg_Ripper2Hang), SAVE_DATA(s_Ripper2Pain), SAVE_DATA(sg_Ripper2Pain), SAVE_DATA(s_Ripper2Jump), SAVE_DATA(sg_Ripper2Jump), SAVE_DATA(s_Ripper2Fall), SAVE_DATA(sg_Ripper2Fall), SAVE_DATA(s_Ripper2JumpAttack), SAVE_DATA(sg_Ripper2JumpAttack), SAVE_DATA(s_Ripper2HangJump), SAVE_DATA(sg_Ripper2HangJump), SAVE_DATA(s_Ripper2HangFall), SAVE_DATA(sg_Ripper2HangFall), SAVE_DATA(s_Ripper2Die), SAVE_DATA(s_Ripper2Dead), SAVE_DATA(sg_Ripper2Die), SAVE_DATA(sg_Ripper2Dead), SAVE_DATA(s_Ripper2DeathJump), SAVE_DATA(s_Ripper2DeathFall), SAVE_DATA(sg_Ripper2DeathJump), SAVE_DATA(sg_Ripper2DeathFall), SAVE_DATA(Ripper2ActionSet), SAVE_DATA(Ripper2BrownActionSet), }; saveable_module saveable_ripper2 = { // code saveable_ripper2_code, SIZ(saveable_ripper2_code), // data saveable_ripper2_data, SIZ(saveable_ripper2_data) }; END_SW_NS