raze/source/sw/src/sumo.cpp
2020-10-15 20:22:39 +02:00

1052 lines
29 KiB
C++

//-------------------------------------------------------------------------
/*
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 "misc.h"
#include "weapon.h"
#include "sector.h"
#include "gamecontrol.h"
#include "mapinfo.h"
#include "v_draw.h"
BEGIN_SW_NS
extern uint8_t playTrack;
bool serpwasseen = false;
bool sumowasseen = false;
bool zillawasseen = false;
short BossSpriteNum[3] = {-1,-1,-1};
ANIMATOR InitSumoCharge;
DECISION SumoBattle[] =
{
{690, InitActorMoveCloser },
{692, InitActorAlertNoise },
{1024, InitActorAttack }
};
DECISION SumoOffense[] =
{
{690, InitActorMoveCloser },
{692, InitActorAlertNoise },
{1024, InitActorAttack }
};
DECISION SumoBroadcast[] =
{
{2, InitActorAlertNoise },
{4, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION SumoSurprised[] =
{
{700, InitActorMoveCloser },
{703, InitActorAlertNoise },
{1024, InitActorDecide }
};
DECISION SumoEvasive[] =
{
{1024, InitActorAttack }
};
DECISION SumoLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION SumoCloseRange[] =
{
{1024, InitActorAttack }
};
PERSONALITY SumoPersonality =
{
SumoBattle,
SumoOffense,
SumoBroadcast,
SumoSurprised,
SumoEvasive,
SumoLostTarget,
SumoCloseRange,
SumoCloseRange
};
ATTRIBUTE SumoAttrib =
{
{160, 180, 180, 180}, // Speeds
{3, 0, 0, 0}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_SUMOAMBIENT, DIGI_SUMOALERT, DIGI_SUMOSCREAM,
DIGI_SUMOPAIN, DIGI_SUMOSCREAM, 0,0,0,0,0
}
};
//////////////////////
//
// SUMO RUN
//
//////////////////////
#define SUMO_RATE 24
ANIMATOR DoSumoMove,NullSumo,DoStayOnFloor,
DoActorDebris, SpawnSumoExp,
SpawnCoolg;
STATE s_SumoRun[5][4] =
{
{
{SUMO_RUN_R0 + 0, SUMO_RATE, DoSumoMove, &s_SumoRun[0][1]},
{SUMO_RUN_R0 + 1, SUMO_RATE, DoSumoMove, &s_SumoRun[0][2]},
{SUMO_RUN_R0 + 2, SUMO_RATE, DoSumoMove, &s_SumoRun[0][3]},
{SUMO_RUN_R0 + 3, SUMO_RATE, DoSumoMove, &s_SumoRun[0][0]}
},
{
{SUMO_RUN_R1 + 0, SUMO_RATE, DoSumoMove, &s_SumoRun[1][1]},
{SUMO_RUN_R1 + 1, SUMO_RATE, DoSumoMove, &s_SumoRun[1][2]},
{SUMO_RUN_R1 + 2, SUMO_RATE, DoSumoMove, &s_SumoRun[1][3]},
{SUMO_RUN_R1 + 3, SUMO_RATE, DoSumoMove, &s_SumoRun[1][0]}
},
{
{SUMO_RUN_R2 + 0, SUMO_RATE, DoSumoMove, &s_SumoRun[2][1]},
{SUMO_RUN_R2 + 1, SUMO_RATE, DoSumoMove, &s_SumoRun[2][2]},
{SUMO_RUN_R2 + 2, SUMO_RATE, DoSumoMove, &s_SumoRun[2][3]},
{SUMO_RUN_R2 + 3, SUMO_RATE, DoSumoMove, &s_SumoRun[2][0]}
},
{
{SUMO_RUN_R3 + 0, SUMO_RATE, DoSumoMove, &s_SumoRun[3][1]},
{SUMO_RUN_R3 + 1, SUMO_RATE, DoSumoMove, &s_SumoRun[3][2]},
{SUMO_RUN_R3 + 2, SUMO_RATE, DoSumoMove, &s_SumoRun[3][3]},
{SUMO_RUN_R3 + 3, SUMO_RATE, DoSumoMove, &s_SumoRun[3][0]}
},
{
{SUMO_RUN_R4 + 0, SUMO_RATE, DoSumoMove, &s_SumoRun[4][1]},
{SUMO_RUN_R4 + 1, SUMO_RATE, DoSumoMove, &s_SumoRun[4][2]},
{SUMO_RUN_R4 + 2, SUMO_RATE, DoSumoMove, &s_SumoRun[4][3]},
{SUMO_RUN_R4 + 3, SUMO_RATE, DoSumoMove, &s_SumoRun[4][0]},
}
};
STATEp sg_SumoRun[] =
{
&s_SumoRun[0][0],
&s_SumoRun[1][0],
&s_SumoRun[2][0],
&s_SumoRun[3][0],
&s_SumoRun[4][0]
};
//////////////////////
//
// SUMO CHARGE
//
//////////////////////
#if 0
#define SUMO_RATE 12
ANIMATOR DoSumoMove,NullSumo,DoStayOnFloor,
DoActorDebris, DoSumoRumble;
STATE s_SumoCharge[5][4] =
{
{
{SUMO_RUN_R0 + 0, SUMO_RATE, DoSumoMove, &s_SumoCharge[0][1]},
{SUMO_RUN_R0 + 1, SUMO_RATE, DoSumoMove, &s_SumoCharge[0][2]},
{SUMO_RUN_R0 + 2, SUMO_RATE, DoSumoMove, &s_SumoCharge[0][3]},
{SUMO_RUN_R0 + 3, SUMO_RATE, DoSumoMove, &s_SumoCharge[0][0]},
},
{
{SUMO_RUN_R1 + 0, SUMO_RATE, DoSumoMove, &s_SumoCharge[1][1]},
{SUMO_RUN_R1 + 1, SUMO_RATE, DoSumoMove, &s_SumoCharge[1][2]},
{SUMO_RUN_R1 + 2, SUMO_RATE, DoSumoMove, &s_SumoCharge[1][3]},
{SUMO_RUN_R1 + 3, SUMO_RATE, DoSumoMove, &s_SumoCharge[1][0]},
},
{
{SUMO_RUN_R2 + 0, SUMO_RATE, DoSumoMove, &s_SumoCharge[2][1]},
{SUMO_RUN_R2 + 1, SUMO_RATE, DoSumoMove, &s_SumoCharge[2][2]},
{SUMO_RUN_R2 + 2, SUMO_RATE, DoSumoMove, &s_SumoCharge[2][3]},
{SUMO_RUN_R2 + 3, SUMO_RATE, DoSumoMove, &s_SumoCharge[2][0]},
},
{
{SUMO_RUN_R3 + 0, SUMO_RATE, DoSumoMove, &s_SumoCharge[3][1]},
{SUMO_RUN_R3 + 1, SUMO_RATE, DoSumoMove, &s_SumoCharge[3][2]},
{SUMO_RUN_R3 + 2, SUMO_RATE, DoSumoMove, &s_SumoCharge[3][3]},
{SUMO_RUN_R3 + 3, SUMO_RATE, DoSumoMove, &s_SumoCharge[3][0]},
},
{
{SUMO_RUN_R4 + 0, SUMO_RATE, DoSumoMove, &s_SumoCharge[4][1]},
{SUMO_RUN_R4 + 1, SUMO_RATE, DoSumoMove, &s_SumoCharge[4][2]},
{SUMO_RUN_R4 + 2, SUMO_RATE, DoSumoMove, &s_SumoCharge[4][3]},
{SUMO_RUN_R4 + 3, SUMO_RATE, DoSumoMove, &s_SumoCharge[4][0]},
}
};
STATEp sg_SumoCharge[] =
{
&s_SumoCharge[0][0],
&s_SumoCharge[1][0],
&s_SumoCharge[2][0],
&s_SumoCharge[3][0],
&s_SumoCharge[4][0]
};
#endif
//////////////////////
//
// SUMO STAND
//
//////////////////////
STATE s_SumoStand[5][1] =
{
{
{SUMO_RUN_R0 + 0, SUMO_RATE, DoSumoMove, &s_SumoStand[0][0]}
},
{
{SUMO_RUN_R1 + 0, SUMO_RATE, DoSumoMove, &s_SumoStand[1][0]}
},
{
{SUMO_RUN_R2 + 0, SUMO_RATE, DoSumoMove, &s_SumoStand[2][0]}
},
{
{SUMO_RUN_R3 + 0, SUMO_RATE, DoSumoMove, &s_SumoStand[3][0]}
},
{
{SUMO_RUN_R4 + 0, SUMO_RATE, DoSumoMove, &s_SumoStand[4][0]}
}
};
STATEp sg_SumoStand[] =
{
&s_SumoStand[0][0],
&s_SumoStand[1][0],
&s_SumoStand[2][0],
&s_SumoStand[3][0],
&s_SumoStand[4][0]
};
//////////////////////
//
// SUMO PAIN
//
//////////////////////
#define SUMO_PAIN_RATE 30
STATE s_SumoPain[5][2] =
{
{
{SUMO_PAIN_R0 + 0, SUMO_PAIN_RATE, NullSumo, &s_SumoPain[0][1]},
{SUMO_PAIN_R0 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoPain[0][0]}
},
{
{SUMO_PAIN_R1 + 0, SUMO_PAIN_RATE, NullSumo, &s_SumoPain[1][1]},
{SUMO_PAIN_R1 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoPain[1][0]}
},
{
{SUMO_PAIN_R2 + 0, SUMO_PAIN_RATE, NullSumo, &s_SumoPain[2][1]},
{SUMO_PAIN_R2 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoPain[2][0]}
},
{
{SUMO_PAIN_R3 + 0, SUMO_PAIN_RATE, NullSumo, &s_SumoPain[3][1]},
{SUMO_PAIN_R3 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoPain[3][0]}
},
{
{SUMO_PAIN_R4 + 0, SUMO_PAIN_RATE, NullSumo, &s_SumoPain[4][1]},
{SUMO_PAIN_R4 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoPain[4][0]}
}
};
STATEp sg_SumoPain[] =
{
&s_SumoPain[0][0],
&s_SumoPain[1][0],
&s_SumoPain[2][0],
&s_SumoPain[3][0],
&s_SumoPain[4][0]
};
//////////////////////
//
// SUMO FART
//
//////////////////////
#define SUMO_FART_RATE 12
ANIMATOR InitSumoFart;
STATE s_SumoFart[5][6] =
{
{
{SUMO_FART_R0 + 0, SUMO_FART_RATE, NullSumo, &s_SumoFart[0][1]},
{SUMO_FART_R0 + 0, SF_QUICK_CALL, InitSumoFart, &s_SumoFart[0][2]},
{SUMO_FART_R0 + 1, SUMO_FART_RATE, NullSumo, &s_SumoFart[0][3]},
{SUMO_FART_R0 + 2, SUMO_FART_RATE, NullSumo, &s_SumoFart[0][4]},
{SUMO_FART_R0 + 3, SUMO_FART_RATE*10, NullSumo, &s_SumoFart[0][5]},
{SUMO_FART_R0 + 3, SF_QUICK_CALL, InitActorDecide, &s_SumoFart[0][0]}
},
{
{SUMO_FART_R1 + 0, SUMO_FART_RATE, NullSumo, &s_SumoFart[1][1]},
{SUMO_FART_R1 + 0, SF_QUICK_CALL, InitSumoFart, &s_SumoFart[1][2]},
{SUMO_FART_R1 + 1, SUMO_FART_RATE, NullSumo, &s_SumoFart[1][3]},
{SUMO_FART_R1 + 2, SUMO_FART_RATE, NullSumo, &s_SumoFart[1][4]},
{SUMO_FART_R1 + 3, SUMO_FART_RATE*10, NullSumo, &s_SumoFart[1][5]},
{SUMO_FART_R1 + 0, SF_QUICK_CALL, InitActorDecide, &s_SumoFart[1][0]}
},
{
{SUMO_FART_R2 + 0, SUMO_FART_RATE, NullSumo, &s_SumoFart[2][1]},
{SUMO_FART_R2 + 0, SF_QUICK_CALL, InitSumoFart, &s_SumoFart[2][2]},
{SUMO_FART_R2 + 1, SUMO_FART_RATE, NullSumo, &s_SumoFart[2][3]},
{SUMO_FART_R2 + 2, SUMO_FART_RATE, NullSumo, &s_SumoFart[2][4]},
{SUMO_FART_R2 + 3, SUMO_FART_RATE*10, NullSumo, &s_SumoFart[2][5]},
{SUMO_FART_R2 + 0, SF_QUICK_CALL, InitActorDecide, &s_SumoFart[2][0]}
},
{
{SUMO_FART_R3 + 0, SUMO_FART_RATE, NullSumo, &s_SumoFart[3][1]},
{SUMO_FART_R3 + 0, SF_QUICK_CALL, InitSumoFart, &s_SumoFart[3][2]},
{SUMO_FART_R3 + 1, SUMO_FART_RATE, NullSumo, &s_SumoFart[3][3]},
{SUMO_FART_R3 + 2, SUMO_FART_RATE, NullSumo, &s_SumoFart[3][4]},
{SUMO_FART_R3 + 3, SUMO_FART_RATE*10, NullSumo, &s_SumoFart[3][5]},
{SUMO_FART_R3 + 0, SF_QUICK_CALL, InitActorDecide, &s_SumoFart[3][0]}
},
{
{SUMO_FART_R4 + 0, SUMO_FART_RATE, NullSumo, &s_SumoFart[4][1]},
{SUMO_FART_R4 + 0, SF_QUICK_CALL, InitSumoFart, &s_SumoFart[4][2]},
{SUMO_FART_R4 + 1, SUMO_FART_RATE, NullSumo, &s_SumoFart[4][3]},
{SUMO_FART_R4 + 2, SUMO_FART_RATE, NullSumo, &s_SumoFart[4][4]},
{SUMO_FART_R4 + 3, SUMO_FART_RATE*10, NullSumo, &s_SumoFart[4][5]},
{SUMO_FART_R4 + 0, SF_QUICK_CALL, InitActorDecide, &s_SumoFart[4][0]}
}
};
STATEp sg_SumoFart[] =
{
&s_SumoFart[0][0],
&s_SumoFart[1][0],
&s_SumoFart[2][0],
&s_SumoFart[3][0],
&s_SumoFart[4][0]
};
//////////////////////
//
// SUMO CLAP
//
//////////////////////
#define SUMO_CLAP_RATE 12
ANIMATOR InitSumoClap;
STATE s_SumoClap[5][6] =
{
{
{SUMO_CLAP_R0 + 0, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[0][1]},
{SUMO_CLAP_R0 + 1, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[0][2]},
{SUMO_CLAP_R0 + 2, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[0][3]},
{SUMO_CLAP_R0 + 2, SF_QUICK_CALL, InitSumoClap, &s_SumoClap[0][4]},
{SUMO_CLAP_R0 + 3, SUMO_CLAP_RATE*10, NullSumo, &s_SumoClap[0][5]},
{SUMO_CLAP_R0 + 3, SF_QUICK_CALL, InitActorDecide, &s_SumoClap[0][5]}
},
{
{SUMO_CLAP_R1 + 0, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[1][1]},
{SUMO_CLAP_R1 + 1, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[1][2]},
{SUMO_CLAP_R1 + 2, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[1][3]},
{SUMO_CLAP_R1 + 2, SF_QUICK_CALL, InitSumoClap, &s_SumoClap[1][4]},
{SUMO_CLAP_R1 + 3, SUMO_CLAP_RATE*10, NullSumo, &s_SumoClap[1][5]},
{SUMO_CLAP_R1 + 3, SF_QUICK_CALL, InitActorDecide, &s_SumoClap[1][5]}
},
{
{SUMO_CLAP_R2 + 0, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[2][1]},
{SUMO_CLAP_R2 + 1, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[2][2]},
{SUMO_CLAP_R2 + 2, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[2][3]},
{SUMO_CLAP_R2 + 2, SF_QUICK_CALL, InitSumoClap, &s_SumoClap[2][4]},
{SUMO_CLAP_R2 + 3, SUMO_CLAP_RATE*10, NullSumo, &s_SumoClap[2][5]},
{SUMO_CLAP_R2 + 3, SF_QUICK_CALL, InitActorDecide, &s_SumoClap[2][5]}
},
{
{SUMO_CLAP_R3 + 0, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[3][1]},
{SUMO_CLAP_R3 + 1, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[3][2]},
{SUMO_CLAP_R3 + 2, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[3][3]},
{SUMO_CLAP_R3 + 2, SF_QUICK_CALL, InitSumoClap, &s_SumoClap[3][4]},
{SUMO_CLAP_R3 + 3, SUMO_CLAP_RATE*10, NullSumo, &s_SumoClap[3][5]},
{SUMO_CLAP_R3 + 3, SF_QUICK_CALL, InitActorDecide, &s_SumoClap[3][5]}
},
{
{SUMO_CLAP_R4 + 0, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[4][1]},
{SUMO_CLAP_R4 + 1, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[4][2]},
{SUMO_CLAP_R4 + 2, SUMO_CLAP_RATE, NullSumo, &s_SumoClap[4][3]},
{SUMO_CLAP_R4 + 2, SF_QUICK_CALL, InitSumoClap, &s_SumoClap[4][4]},
{SUMO_CLAP_R4 + 3, SUMO_CLAP_RATE*10, NullSumo, &s_SumoClap[4][5]},
{SUMO_CLAP_R4 + 3, SF_QUICK_CALL, InitActorDecide, &s_SumoClap[4][5]}
}
};
STATEp sg_SumoClap[] =
{
&s_SumoClap[0][0],
&s_SumoClap[1][0],
&s_SumoClap[2][0],
&s_SumoClap[3][0],
&s_SumoClap[4][0]
};
//////////////////////
//
// SUMO STOMP
//
//////////////////////
#define SUMO_STOMP_RATE 30
ANIMATOR InitSumoStomp;
STATE s_SumoStomp[5][6] =
{
{
{SUMO_STOMP_R0 + 0, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[0][1]},
{SUMO_STOMP_R0 + 1, SUMO_STOMP_RATE*3, NullSumo, &s_SumoStomp[0][2]},
{SUMO_STOMP_R0 + 2, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[0][3]},
{SUMO_STOMP_R0 + 2, 0|SF_QUICK_CALL, InitSumoStomp, &s_SumoStomp[0][4]},
{SUMO_STOMP_R0 + 2, 8, NullSumo, &s_SumoStomp[0][5]},
{SUMO_STOMP_R0 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoStomp[0][5]}
},
{
{SUMO_STOMP_R1 + 0, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[1][1]},
{SUMO_STOMP_R1 + 1, SUMO_STOMP_RATE*3, NullSumo, &s_SumoStomp[1][2]},
{SUMO_STOMP_R1 + 2, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[1][3]},
{SUMO_STOMP_R1 + 2, 0|SF_QUICK_CALL, InitSumoStomp, &s_SumoStomp[1][4]},
{SUMO_STOMP_R1 + 2, 8, NullSumo, &s_SumoStomp[1][5]},
{SUMO_STOMP_R1 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoStomp[1][5]}
},
{
{SUMO_STOMP_R2 + 0, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[2][1]},
{SUMO_STOMP_R2 + 1, SUMO_STOMP_RATE*3, NullSumo, &s_SumoStomp[2][2]},
{SUMO_STOMP_R2 + 2, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[2][3]},
{SUMO_STOMP_R2 + 2, 0|SF_QUICK_CALL, InitSumoStomp, &s_SumoStomp[2][4]},
{SUMO_STOMP_R2 + 2, 8, NullSumo, &s_SumoStomp[2][5]},
{SUMO_STOMP_R2 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoStomp[2][5]}
},
{
{SUMO_STOMP_R3 + 0, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[3][1]},
{SUMO_STOMP_R3 + 1, SUMO_STOMP_RATE*3, NullSumo, &s_SumoStomp[3][2]},
{SUMO_STOMP_R3 + 2, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[3][3]},
{SUMO_STOMP_R3 + 2, 0|SF_QUICK_CALL, InitSumoStomp, &s_SumoStomp[3][4]},
{SUMO_STOMP_R3 + 2, 8, NullSumo, &s_SumoStomp[3][5]},
{SUMO_STOMP_R3 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoStomp[3][5]}
},
{
{SUMO_STOMP_R4 + 0, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[4][1]},
{SUMO_STOMP_R4 + 1, SUMO_STOMP_RATE*3, NullSumo, &s_SumoStomp[4][2]},
{SUMO_STOMP_R4 + 2, SUMO_STOMP_RATE, NullSumo, &s_SumoStomp[4][3]},
{SUMO_STOMP_R4 + 2, 0|SF_QUICK_CALL, InitSumoStomp, &s_SumoStomp[4][4]},
{SUMO_STOMP_R4 + 2, 8, NullSumo, &s_SumoStomp[4][5]},
{SUMO_STOMP_R4 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_SumoStomp[4][5]}
}
};
STATEp sg_SumoStomp[] =
{
&s_SumoStomp[0][0],
&s_SumoStomp[1][0],
&s_SumoStomp[2][0],
&s_SumoStomp[3][0],
&s_SumoStomp[4][0]
};
//////////////////////
//
// SUMO DIE
//
//////////////////////
#define SUMO_DIE_RATE 30
ANIMATOR DoSumoDeathMelt;
STATE s_SumoDie[] =
{
{SUMO_DIE + 0, SUMO_DIE_RATE*2, NullSumo, &s_SumoDie[1]},
{SUMO_DIE + 1, SUMO_DIE_RATE, NullSumo, &s_SumoDie[2]},
{SUMO_DIE + 2, SUMO_DIE_RATE, NullSumo, &s_SumoDie[3]},
{SUMO_DIE + 3, SUMO_DIE_RATE, NullSumo, &s_SumoDie[4]},
{SUMO_DIE + 4, SUMO_DIE_RATE, NullSumo, &s_SumoDie[5]},
{SUMO_DIE + 5, SUMO_DIE_RATE, NullSumo, &s_SumoDie[6]},
{SUMO_DIE + 6, SUMO_DIE_RATE, NullSumo, &s_SumoDie[7]},
{SUMO_DIE + 6, SUMO_DIE_RATE*3, NullSumo, &s_SumoDie[8]},
{SUMO_DIE + 7, SUMO_DIE_RATE, NullSumo, &s_SumoDie[9]},
{SUMO_DIE + 6, SUMO_DIE_RATE, NullSumo, &s_SumoDie[10]},
{SUMO_DIE + 7, SUMO_DIE_RATE, NullSumo, &s_SumoDie[11]},
{SUMO_DIE + 6, SUMO_DIE_RATE-8, NullSumo, &s_SumoDie[12]},
{SUMO_DIE + 7, SUMO_DIE_RATE, NullSumo, &s_SumoDie[13]},
{SUMO_DIE + 7, SF_QUICK_CALL, DoSumoDeathMelt, &s_SumoDie[14]},
{SUMO_DIE + 6, SUMO_DIE_RATE-15, NullSumo, &s_SumoDie[15]},
{SUMO_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_SumoDie[16]},
{SUMO_DEAD, SUMO_DIE_RATE, DoActorDebris, &s_SumoDie[16]}
};
STATEp sg_SumoDie[] =
{
s_SumoDie
};
STATE s_SumoDead[] =
{
{SUMO_DEAD, SUMO_DIE_RATE, DoActorDebris, &s_SumoDead[0]},
};
STATEp sg_SumoDead[] =
{
s_SumoDead
};
/*
typedef struct
{
#define MAX_ACTOR_CLOSE_ATTACK 2
#define MAX_ACTOR_ATTACK 6
STATEp *Stand;
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[MAX_ACTOR_CLOSE_ATTACK];
short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
STATEp *Attack[MAX_ACTOR_ATTACK];
short AttackPercent[MAX_ACTOR_ATTACK];
STATEp *Special[2];
STATEp *Duck;
STATEp *Dive;
}ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
*/
ACTOR_ACTION_SET SumoActionSet =
{
sg_SumoStand,
sg_SumoRun,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL, //climb
sg_SumoPain, //pain
sg_SumoDie,
NULL,
sg_SumoDead,
NULL,
NULL,
{sg_SumoStomp,sg_SumoFart},
{800,1024},
{sg_SumoClap,sg_SumoStomp,sg_SumoFart},
{400,750,1024},
{NULL},
NULL,
NULL
};
ACTOR_ACTION_SET MiniSumoActionSet =
{
sg_SumoStand,
sg_SumoRun,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL, //climb
sg_SumoPain, //pain
sg_SumoDie,
NULL,
sg_SumoDead,
NULL,
NULL,
{sg_SumoClap},
{1024},
{sg_SumoClap},
{1024},
{NULL},
NULL,
NULL
};
int
SetupSumo(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u;
ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
u = User[SpriteNum];
ASSERT(u);
}
else
{
User[SpriteNum] = u = SpawnUser(SpriteNum,SUMO_RUN_R0,s_SumoRun[0]);
u->Health = 6000;
}
if (Skill == 0) u->Health = 2000;
if (Skill == 1) u->Health = 4000;
ChangeState(SpriteNum,s_SumoRun[0]);
u->Attrib = &SumoAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_SumoDie;
u->Rot = sg_SumoRun;
EnemyDefaults(SpriteNum, &SumoActionSet, &SumoPersonality);
sp->clipdist = (512) >> 2;
if (sp->pal == 16)
{
// Mini Sumo
sp->xrepeat = 43;
sp->yrepeat = 29;
u->ActorActionSet = &MiniSumoActionSet;
u->Health = 500;
}
else
{
sp->xrepeat = 115;
sp->yrepeat = 75;
}
//SET(u->Flags, SPR_XFLIP_TOGGLE);
return 0;
}
int NullSumo(short SpriteNum)
{
USERp u = User[SpriteNum];
//if (TEST(u->Flags,SPR_SLIDING))
//DoActorSlide(SpriteNum);
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoSumoMove(short SpriteNum)
{
USERp u = User[SpriteNum];
//if (TEST(u->Flags,SPR_SLIDING))
//DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(SpriteNum);
KeepActorOnFloor(SpriteNum);
if (DoActorSectorDamage(SpriteNum))
{
return 0;
}
return 0;
}
#if 0
int InitSumoCharge(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (RANDOM_P2(1024) > 950)
PlaySound(DIGI_SUMOALERT, sp, v3df_follow);
DoActorSetSpeed(SpriteNum, FAST_SPEED);
InitActorMoveCloser(SpriteNum);
NewStateGroup(SpriteNum, sg_SumoCharge);
return 0;
}
#endif
int DoSumoRumble(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SetSumoQuake(SpriteNum);
return 0;
}
int InitSumoFart(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
extern int InitSumoNapalm(short SpriteNum);
PlaySound(DIGI_SUMOFART, sp, v3df_follow);
InitChemBomb(SpriteNum);
SetSumoFartQuake(SpriteNum);
InitSumoNapalm(SpriteNum);
return 0;
}
int InitSumoStomp(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
extern int InitSumoStompAttack(short SpriteNum);
PlaySound(DIGI_SUMOSTOMP, sp, v3df_none);
SetSumoQuake(SpriteNum);
InitSumoStompAttack(SpriteNum);
return 0;
}
int InitSumoClap(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
extern int InitMiniSumoClap(short SpriteNum);
extern int InitSumoSkull(short SpriteNum);
if (sp->pal == 16 && RANDOM_RANGE(1000) <= 800)
InitMiniSumoClap(SpriteNum);
else
InitSumoSkull(SpriteNum);
return 0;
}
int DoSumoDeathMelt(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
PlaySound(DIGI_SUMOFART, sp, v3df_follow);
u->ID = SUMO_RUN_R0;
InitChemBomb(SpriteNum);
u->ID = 0;
DoMatchEverything(NULL, sp->lotag, ON);
if (!SW_SHAREWARE)
{
// Resume the regular music - in a hack-free fashion.
PlaySong(currentLevel->labelName, currentLevel->music, currentLevel->cdSongId);
}
BossSpriteNum[1] = -2; // Sprite is gone, set it back to keep it valid!
return 0;
}
void
BossHealthMeter(void)
{
SPRITEp sp;
USERp u;
PLAYERp pp = Player + myconnectindex;
short color=0,metertics,meterunit;
int i = 0;
int y;
extern bool NoMeters;
short health;
bool bosswasseen;
static bool triedplay = false;
if (NoMeters) return;
if (currentLevel->levelNumber != 20 && currentLevel->levelNumber != 4 && currentLevel->levelNumber != 11 && currentLevel->levelNumber != 5) return;
// Don't draw bar for other players
if (pp != Player+myconnectindex)
return;
// all enemys
if ((currentLevel->levelNumber == 20 && (BossSpriteNum[0] == -1 || BossSpriteNum[1] == -1 || BossSpriteNum[2] == -1)) ||
(currentLevel->levelNumber == 4 && BossSpriteNum[0] == -1) ||
(currentLevel->levelNumber == 5 && BossSpriteNum[0] == -1) ||
(currentLevel->levelNumber == 11 && BossSpriteNum[1] == -1))
{
StatIterator it(STAT_ENEMY);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
u = User[i];
if ((u->ID == SERP_RUN_R0 || u->ID == SUMO_RUN_R0 || u->ID == ZILLA_RUN_R0) && sp->pal != 16)
{
if (u->ID == SERP_RUN_R0)
BossSpriteNum[0] = i;
else if (u->ID == SUMO_RUN_R0)
BossSpriteNum[1] = i;
else if (u->ID == ZILLA_RUN_R0)
BossSpriteNum[2] = i;
}
}
}
if (BossSpriteNum[0] <= -1 && BossSpriteNum[1] <= -1 && BossSpriteNum[2] <= -1)
return;
// Frank, good optimization for other levels, but it broke level 20. :(
// I kept this but had to add a fix.
bosswasseen = serpwasseen || sumowasseen || zillawasseen;
// Only show the meter when you can see the boss
if ((currentLevel->levelNumber == 20 && (!serpwasseen || !sumowasseen || !zillawasseen)) || !bosswasseen)
{
for (i=0; i<3; i++)
{
if (BossSpriteNum[i] >= 0)
{
sp = &sprite[BossSpriteNum[i]];
u = User[BossSpriteNum[i]];
if (cansee(sp->x, sp->y, SPRITEp_TOS(sp), sp->sectnum, pp->posx, pp->posy, pp->posz - Z(40), pp->cursectnum))
{
if (i == 0 && !serpwasseen)
{
serpwasseen = true;
if (!SW_SHAREWARE)
{
PlaySong(nullptr, ThemeSongs[2], ThemeTrack[2], true);
}
}
else if (i == 1 && !sumowasseen)
{
sumowasseen = true;
if (!SW_SHAREWARE)
{
PlaySong(nullptr, ThemeSongs[3], ThemeTrack[3], true);
}
}
else if (i == 2 && !zillawasseen)
{
zillawasseen = true;
if (!SW_SHAREWARE)
{
PlaySong(nullptr, ThemeSongs[4], ThemeTrack[4], true);
}
}
}
}
}
}
for (i=0; i<3; i++)
{
if (i == 0 && (!serpwasseen || BossSpriteNum[0] < 0))
continue;
if (i == 1 && (!sumowasseen || BossSpriteNum[1] < 0))
continue;
if (i == 2 && (!zillawasseen || BossSpriteNum[2] < 0))
continue;
sp = &sprite[BossSpriteNum[i]];
u = User[BossSpriteNum[i]];
if (u->ID == SERP_RUN_R0 && serpwasseen)
{
if (Skill == 0) health = 1100;
else if (Skill == 1) health = 2200;
else
health = HEALTH_SERP_GOD;
meterunit = health / 30;
}
else if (u->ID == SUMO_RUN_R0 && sumowasseen)
{
if (Skill == 0) health = 2000;
else if (Skill == 1) health = 4000;
else
health = 6000;
meterunit = health / 30;
}
else if (u->ID == ZILLA_RUN_R0 && zillawasseen)
{
if (Skill == 0) health = 2000;
else if (Skill == 1) health = 4000;
else
health = 6000;
meterunit = health / 30;
}
else
continue;
if (meterunit > 0)
{
if (u->Health < meterunit && u->Health > 0)
metertics = 1;
else
metertics = u->Health / meterunit;
}
else
continue;
if (metertics <= 0)
{
continue;
}
if (numplayers < 2) y = 10;
else if (numplayers >=2 && numplayers <= 4) y = 20;
else
y = 30;
if (currentLevel->levelNumber == 20 && numplayers >= 2)
{
if (u->ID == SUMO_RUN_R0 && sumowasseen) y += 10;
else if (u->ID == ZILLA_RUN_R0 && zillawasseen) y += 20;
}
if (metertics <= 12 && metertics > 6)
color = 20;
else if (metertics <= 6)
color = 25;
else
color = 22;
DrawTexture(twod, tileGetTexture(5407, true), 85, y, DTA_FullscreenScale, FSMode_Fit320x200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE);
DrawTexture(twod, tileGetTexture(5406 - metertics, true), 147, y, DTA_FullscreenScale, FSMode_Fit320x200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
}
}
#include "saveable.h"
static saveable_code saveable_sumo_code[] =
{
SAVE_CODE(SetupSumo),
SAVE_CODE(NullSumo),
SAVE_CODE(DoSumoMove),
//SAVE_CODE(InitSumoCharge),
SAVE_CODE(DoSumoRumble),
SAVE_CODE(InitSumoFart),
SAVE_CODE(InitSumoStomp),
SAVE_CODE(InitSumoClap),
SAVE_CODE(DoSumoDeathMelt),
};
static saveable_data saveable_sumo_data[] =
{
SAVE_DATA(SumoBattle),
SAVE_DATA(SumoOffense),
SAVE_DATA(SumoBroadcast),
SAVE_DATA(SumoSurprised),
SAVE_DATA(SumoEvasive),
SAVE_DATA(SumoLostTarget),
SAVE_DATA(SumoCloseRange),
SAVE_DATA(SumoPersonality),
SAVE_DATA(SumoAttrib),
SAVE_DATA(s_SumoRun),
SAVE_DATA(sg_SumoRun),
//SAVE_DATA(s_SumoCharge),
//SAVE_DATA(sg_SumoCharge),
SAVE_DATA(s_SumoStand),
SAVE_DATA(sg_SumoStand),
SAVE_DATA(s_SumoPain),
SAVE_DATA(sg_SumoPain),
SAVE_DATA(s_SumoFart),
SAVE_DATA(sg_SumoFart),
SAVE_DATA(s_SumoClap),
SAVE_DATA(sg_SumoClap),
SAVE_DATA(s_SumoStomp),
SAVE_DATA(sg_SumoStomp),
SAVE_DATA(s_SumoDie),
SAVE_DATA(sg_SumoDie),
SAVE_DATA(s_SumoDead),
SAVE_DATA(sg_SumoDead),
SAVE_DATA(SumoActionSet),
SAVE_DATA(MiniSumoActionSet),
};
saveable_module saveable_sumo =
{
// code
saveable_sumo_code,
SIZ(saveable_sumo_code),
// data
saveable_sumo_data,
SIZ(saveable_sumo_data)
};
END_SW_NS