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953 lines
23 KiB
C++
953 lines
23 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "ai.h"
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#include "pal.h"
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#include "sprite.h"
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#include "misc.h"
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BEGIN_SW_NS
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DECISION RipperBattle[] =
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{
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{748, &AF(InitActorMoveCloser)},
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{750, &AF(InitActorSetDecide)},
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{755, &AF(InitActorSetDecide)},
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{1024, &AF(InitActorAttack)}
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};
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DECISION RipperOffense[] =
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{
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{700, &AF(InitActorMoveCloser)},
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{710, &AF(InitActorSetDecide)},
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{1024, &AF(InitActorAttack)}
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};
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DECISIONB RipperBroadcast[] =
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{
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{3, attr_alert},
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{6, attr_ambient},
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{1024, 0}
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};
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DECISION RipperSurprised[] =
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{
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{30, &AF(InitRipperHang)},
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{701, &AF(InitActorMoveCloser)},
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{1024, &AF(InitActorDecide)}
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};
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DECISION RipperEvasive[] =
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{
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{6, &AF(InitRipperHang)},
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{1024, nullptr}
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};
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DECISION RipperLostTarget[] =
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{
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{980, &AF(InitActorFindPlayer)},
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{1024, &AF(InitActorWanderAround)}
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};
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DECISION RipperCloseRange[] =
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{
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{900, &AF(InitActorAttack ) },
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{1024, &AF(InitActorReposition) }
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};
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PERSONALITY RipperPersonality =
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{
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RipperBattle,
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RipperOffense,
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RipperBroadcast,
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RipperSurprised,
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RipperEvasive,
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RipperLostTarget,
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RipperCloseRange,
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RipperCloseRange
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};
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ATTRIBUTE RipperAttrib =
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{
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{200, 220, 240, 280}, // Speeds
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{5, 0, -2, -4}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_RIPPERAMBIENT, DIGI_RIPPERALERT, DIGI_RIPPERATTACK,
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DIGI_RIPPERPAIN, DIGI_RIPPERSCREAM, DIGI_RIPPERHEARTOUT,
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0,0,0,0
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}
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};
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//////////////////////
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//
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// RIPPER RUN
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//
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//////////////////////
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#define RIPPER_RUN_RATE 16
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FState s_RipperRun[] =
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{
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{SPR_RIPPER_RUN, 'A', RIPPER_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipperMove), &s_RipperRun[1]},
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{SPR_RIPPER_RUN, 'B', RIPPER_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipperMove), &s_RipperRun[2]},
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{SPR_RIPPER_RUN, 'C', RIPPER_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipperMove), &s_RipperRun[3]},
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{SPR_RIPPER_RUN, 'D', RIPPER_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipperMove), &s_RipperRun[0]},
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};
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//////////////////////
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//
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// RIPPER STAND
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//
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//////////////////////
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#define RIPPER_STAND_RATE 12
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FState s_RipperStand[] =
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{
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{SPR_RIPPER_STAND, 'A', RIPPER_STAND_RATE, &AF(DoRipperMove), &s_RipperStand[0]},
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};
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//////////////////////
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//
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// RIPPER SWIPE
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//
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//////////////////////
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#define RIPPER_SWIPE_RATE 8
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FState s_RipperSwipe[] =
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{
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{SPR_RIPPER_SWIPE, 'A', RIPPER_SWIPE_RATE, &AF(NullRipper), &s_RipperSwipe[1]},
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{SPR_RIPPER_SWIPE, 'B', RIPPER_SWIPE_RATE, &AF(NullRipper), &s_RipperSwipe[2]},
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{SPR_RIPPER_SWIPE, 'B', 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_RipperSwipe[3]},
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{SPR_RIPPER_SWIPE, 'C', RIPPER_SWIPE_RATE, &AF(NullRipper), &s_RipperSwipe[4]},
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{SPR_RIPPER_SWIPE, 'D', RIPPER_SWIPE_RATE, &AF(NullRipper), &s_RipperSwipe[5]},
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{SPR_RIPPER_SWIPE, 'D', 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_RipperSwipe[6]},
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{SPR_RIPPER_SWIPE, 'D', 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_RipperSwipe[7]},
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{SPR_RIPPER_SWIPE, 'D', RIPPER_SWIPE_RATE, &AF(DoRipperMove), &s_RipperSwipe[7]},
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};
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//////////////////////
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//
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// RIPPER SPEW
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//
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//////////////////////
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#define RIPPER_SPEW_RATE 8
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FState s_RipperSpew[] =
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{
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{SPR_RIPPER_SWIPE, 'A', RIPPER_SPEW_RATE, &AF(NullRipper), &s_RipperSpew[1]},
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{SPR_RIPPER_SWIPE, 'B', RIPPER_SPEW_RATE, &AF(NullRipper), &s_RipperSpew[2]},
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{SPR_RIPPER_SWIPE, 'B', 0 | SF_QUICK_CALL, &AF(InitCoolgFire), &s_RipperSpew[3]},
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{SPR_RIPPER_SWIPE, 'C', RIPPER_SPEW_RATE, &AF(NullRipper), &s_RipperSpew[4]},
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{SPR_RIPPER_SWIPE, 'D', RIPPER_SPEW_RATE, &AF(NullRipper), &s_RipperSpew[5]},
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{SPR_RIPPER_SWIPE, 'D', 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_RipperSpew[6]},
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{SPR_RIPPER_SWIPE, 'D', RIPPER_SPEW_RATE, &AF(DoRipperMove), &s_RipperSpew[6]},
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};
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//////////////////////
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//
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// RIPPER HEART - show players heart
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//
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//////////////////////
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#define RIPPER_HEART_RATE 14
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FState s_RipperHeart[] =
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{
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{SPR_RIPPER_HEART, 'A', RIPPER_HEART_RATE, &AF(DoRipperStandHeart), &s_RipperHeart[0]},
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};
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//////////////////////
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//
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// RIPPER HANG
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//
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//////////////////////
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#define RIPPER_HANG_RATE 14
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FState s_RipperHang[] =
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{
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{SPR_RIPPER_HANG, 'A', RIPPER_HANG_RATE, &AF(DoRipperHang), &s_RipperHang[0]},
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};
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//////////////////////
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//
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// RIPPER PAIN
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//
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//////////////////////
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#define RIPPER_PAIN_RATE 38
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FState s_RipperPain[] =
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{
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{SPR_RIPPER_JUMP, 'A', RIPPER_PAIN_RATE, &AF(DoRipperPain), &s_RipperPain[0]},
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};
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//////////////////////
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//
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// RIPPER JUMP
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//
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//////////////////////
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#define RIPPER_JUMP_RATE 25
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FState s_RipperJump[] =
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{
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{SPR_RIPPER_JUMP, 'A', RIPPER_JUMP_RATE, &AF(NullRipper), &s_RipperJump[1]},
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{SPR_RIPPER_JUMP, 'B', RIPPER_JUMP_RATE, &AF(DoRipperMoveJump), &s_RipperJump[1]},
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};
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//////////////////////
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//
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// RIPPER FALL
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//
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//////////////////////
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#define RIPPER_FALL_RATE 25
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FState s_RipperFall[] =
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{
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{SPR_RIPPER_FALL, 'A', RIPPER_FALL_RATE, &AF(DoRipperMoveJump), &s_RipperFall[0]},
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};
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//////////////////////
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//
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// RIPPER JUMP ATTACK
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//
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//////////////////////
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#define RIPPER_JUMP_ATTACK_RATE 35
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int DoRipperBeginJumpAttack(DSWActor* actor);
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FState s_RipperJumpAttack[] =
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{
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{SPR_RIPPER_JUMP, 'A', RIPPER_JUMP_ATTACK_RATE, &AF(NullRipper), &s_RipperJumpAttack[1]},
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{SPR_RIPPER_JUMP, 'A', 0 | SF_QUICK_CALL, &AF(DoRipperBeginJumpAttack), &s_RipperJumpAttack[2]},
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{SPR_RIPPER_JUMP, 'B', RIPPER_JUMP_ATTACK_RATE, &AF(DoRipperMoveJump), &s_RipperJumpAttack[2]},
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};
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//////////////////////
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//
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// RIPPER HANG_JUMP
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//
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//////////////////////
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#define RIPPER_HANG_JUMP_RATE 20
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FState s_RipperHangJump[] =
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{
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{SPR_RIPPER_JUMP, 'A', RIPPER_HANG_JUMP_RATE, &AF(NullRipper), &s_RipperHangJump[1]},
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{SPR_RIPPER_JUMP, 'B', RIPPER_HANG_JUMP_RATE, &AF(DoRipperHangJF), &s_RipperHangJump[1]},
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};
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//////////////////////
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//
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// RIPPER HANG_FALL
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//
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//////////////////////
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#define RIPPER_FALL_RATE 25
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FState s_RipperHangFall[] =
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{
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{SPR_RIPPER_FALL, 'A', RIPPER_FALL_RATE, &AF(DoRipperHangJF), &s_RipperHangFall[0]},
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};
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//////////////////////
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//
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// RIPPER DIE
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//
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//////////////////////
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#define RIPPER_DIE_RATE 16
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FState s_RipperDie[] =
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{
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{SPR_RIPPER_DIE, 'A', RIPPER_DIE_RATE, &AF(NullRipper), &s_RipperDie[1]},
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{SPR_RIPPER_DIE, 'B', RIPPER_DIE_RATE, &AF(NullRipper), &s_RipperDie[2]},
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{SPR_RIPPER_DIE, 'C', RIPPER_DIE_RATE, &AF(NullRipper), &s_RipperDie[3]},
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{SPR_RIPPER_DIE, 'D', RIPPER_DIE_RATE, &AF(NullRipper), &s_RipperDie[4]},
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{SPR_RIPPER_DEAD, 'A', RIPPER_DIE_RATE, &AF(DoActorDebris), &s_RipperDie[4]},
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};
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#define RIPPER_DEAD_RATE 8
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FState s_RipperDead[] =
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{
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{SPR_RIPPER_DIE, 'C', RIPPER_DEAD_RATE, nullptr, &s_RipperDead[1]},
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{SPR_RIPPER_DIE, 'D', RIPPER_DEAD_RATE, nullptr, &s_RipperDead[2]},
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{SPR_RIPPER_DEAD, 'A', SF_QUICK_CALL, &AF(QueueFloorBlood), &s_RipperDead[3]},
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{SPR_RIPPER_DEAD, 'A', RIPPER_DEAD_RATE, &AF(DoActorDebris), &s_RipperDead[3]},
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};
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FState s_RipperDeathJump[] =
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{
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{SPR_RIPPER_DIE, 'A', RIPPER_DIE_RATE, &AF(DoActorDeathMove), &s_RipperDeathJump[0]}
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};
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FState s_RipperDeathFall[] =
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{
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{SPR_RIPPER_DIE, 'B', RIPPER_DIE_RATE, &AF(DoActorDeathMove), &s_RipperDeathFall[0]}
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};
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/*
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FState* *Stand[MAX_WEAPONS];
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FState* *Run;
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FState* *Jump;
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FState* *Fall;
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FState* *Crawl;
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FState* *Swim;
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FState* *Fly;
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FState* *Rise;
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FState* *Sit;
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FState* *Look;
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FState* *Climb;
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FState* *Pain;
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FState* *Death1;
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FState* *Death2;
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FState* *Dead;
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FState* *DeathJump;
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FState* *DeathFall;
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FState* *CloseAttack[2];
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FState* *Attack[6];
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FState* *Special[2];
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*/
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ACTOR_ACTION_SET RipperActionSet =
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{
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s_RipperStand,
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s_RipperRun,
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s_RipperJump,
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s_RipperFall,
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nullptr, // s_RipperCrawl,
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nullptr, // s_RipperSwim,
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nullptr, // s_RipperFly,
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nullptr, // s_RipperRise,
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nullptr, // s_RipperSit,
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nullptr, // s_RipperLook,
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nullptr, // climb
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s_RipperPain,
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s_RipperDie,
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nullptr, // s_RipperHariKari,
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s_RipperDead,
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s_RipperDeathJump,
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s_RipperDeathFall,
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{s_RipperSwipe,s_RipperSpew},
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{800,1024},
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{s_RipperJumpAttack, s_RipperSpew},
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{400, 1024},
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{s_RipperHeart, s_RipperHang},
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nullptr,
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nullptr
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};
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ACTOR_ACTION_SET RipperBrownActionSet =
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{
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s_RipperStand,
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s_RipperRun,
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s_RipperJump,
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s_RipperFall,
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nullptr, // s_RipperCrawl,
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nullptr, // s_RipperSwim,
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nullptr, // s_RipperFly,
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nullptr, // s_RipperRise,
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nullptr, // s_RipperSit,
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nullptr, // s_RipperLook,
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nullptr, // climb
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s_RipperPain, // pain
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s_RipperDie,
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nullptr, // s_RipperHariKari,
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s_RipperDead,
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s_RipperDeathJump,
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s_RipperDeathFall,
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{s_RipperSwipe},
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{1024},
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{s_RipperJumpAttack, s_RipperSwipe},
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{800, 1024},
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{s_RipperHeart, s_RipperHang},
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nullptr,
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nullptr
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int SetupRipper(DSWActor* actor)
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{
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if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
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{
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SpawnUser(actor, RIPPER_RUN_R0, s_RipperRun[0]);
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actor->user.Health = HEALTH_RIPPER/2; // Baby rippers are weaker
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}
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actor->user.__legacyState.Attrib = &RipperAttrib;
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DoActorSetSpeed(actor, FAST_SPEED);
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actor->user.__legacyState.StateEnd = s_RipperDie;
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actor->spr.scale = DVector2(1, 1);
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if (actor->spr.pal == PALETTE_BROWN_RIPPER)
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{
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EnemyDefaults(actor, &RipperBrownActionSet, &RipperPersonality);
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actor->spr.scale = DVector2(1.65625, 1.40625);
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if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
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actor->user.Health = HEALTH_MOMMA_RIPPER;
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actor->clipdist += 8;
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}
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else
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{
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EnemyDefaults(actor, &RipperActionSet, &RipperPersonality);
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}
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DSWRipper, Initialize)
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{
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PARAM_SELF_PROLOGUE(DSWActor);
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SetupRipper(self);
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int GetJumpHeight(int jump_speed, int jump_grav)
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{
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int jump_iterations;
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int height;
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jump_speed = abs(jump_speed);
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jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
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height = jump_speed * jump_iterations * ACTORMOVETICS;
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return height >> 9;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int PickJumpSpeed(DSWActor* actor, int pix_height)
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{
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actor->user.jump_speed = -600;
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actor->user.jump_grav = 8;
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while (true)
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{
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if (GetJumpHeight(actor->user.jump_speed, actor->user.jump_grav) > pix_height + 20)
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break;
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actor->user.jump_speed -= 100;
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ASSERT(actor->user.jump_speed > -3000);
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}
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return actor->user.jump_speed;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int PickJumpMaxSpeed(DSWActor* actor, short max_speed)
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{
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ASSERT(max_speed < 0);
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actor->user.jump_speed = max_speed;
|
|
actor->user.jump_grav = 8;
|
|
|
|
double zh = ActorZOfTop(actor);
|
|
|
|
while (true)
|
|
{
|
|
if (zh - GetJumpHeight(actor->user.jump_speed, actor->user.jump_grav) - 16 > actor->user.hiz)
|
|
break;
|
|
|
|
actor->user.jump_speed += 100;
|
|
|
|
if (actor->user.jump_speed > -200)
|
|
break;
|
|
}
|
|
|
|
return actor->user.jump_speed;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// HANGING - Jumping/Falling/Stationary
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int InitRipperHang(DSWActor* actor)
|
|
{
|
|
HitInfo hit{};
|
|
bool Found = false;
|
|
|
|
for (auto dang = nullAngle; dang < DAngle360; dang += DAngle22_5)
|
|
{
|
|
auto tang = actor->spr.Angles.Yaw + dang;
|
|
|
|
FAFhitscan(actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->sector(), DVector3(tang.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
|
|
|
|
if (hit.hitSector == nullptr)
|
|
continue;
|
|
|
|
double dist = (actor->spr.pos.XY() - hit.hitpos.XY()).Length();
|
|
|
|
if (hit.hitWall == nullptr || dist < 125 || dist > 437.5)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Found = true;
|
|
actor->spr.Angles.Yaw = tang;
|
|
break;
|
|
}
|
|
|
|
if (!Found)
|
|
{
|
|
InitActorDecide(actor);
|
|
return 0;
|
|
}
|
|
|
|
NewStateGroup(actor, s_RipperHangJump);
|
|
actor->user.__legacyState.StateFallOverride = s_RipperHangFall;
|
|
DoActorSetSpeed(actor, FAST_SPEED);
|
|
|
|
PickJumpMaxSpeed(actor, -800);
|
|
|
|
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 DoRipperHang(DSWActor* actor)
|
|
{
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) > 0)
|
|
return 0;
|
|
|
|
NewStateGroup(actor, s_RipperJumpAttack);
|
|
// move to the 2nd frame - past the pause frame
|
|
actor->user.Tics += actor->user.__legacyState.State->Tics;
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipperMoveHang(DSWActor* actor)
|
|
{
|
|
// if cannot move the sprite
|
|
if (!move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, 0)))
|
|
{
|
|
if (actor->user.coll.type == kHitWall)
|
|
{
|
|
actor->setStateGroup(NAME_Special);
|
|
actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
|
|
|
|
// hang flush with the wall
|
|
actor->spr.Angles.Yaw = actor->user.coll.hitWall->delta().Angle() - DAngle90;
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
int DoRipperQuickJump(DSWActor* actor);
|
|
|
|
int DoRipperHangJF(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 (DoRipperQuickJump(actor))
|
|
return 0;
|
|
|
|
InitActorDecide(actor);
|
|
}
|
|
|
|
DoRipperMoveHang(actor);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// JUMP ATTACK
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipperBeginJumpAttack(DSWActor* actor)
|
|
{
|
|
DSWActor* target = actor->user.targetActor;
|
|
|
|
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.Angles.Yaw += RandomAngle(DAngle45) + DAngle180 - DAngle22_5;
|
|
else
|
|
actor->spr.Angles.Yaw = vec.Angle() + RandomAngle(DAngle45) - DAngle22_5;
|
|
|
|
DoActorSetSpeed(actor, FAST_SPEED);
|
|
|
|
PickJumpMaxSpeed(actor, -400); // was -800
|
|
|
|
actor->user.Flags |= (SPR_JUMPING);
|
|
actor->user.Flags &= ~(SPR_FALLING);
|
|
|
|
// set up individual actor jump gravity
|
|
actor->user.jump_grav = 17; // was 8
|
|
|
|
// if I didn't do this here they get stuck in the air sometimes
|
|
DoActorZrange(actor);
|
|
|
|
DoJump(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
int DoRipperQuickJump(DSWActor* actor);
|
|
|
|
int DoRipperMoveJump(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 (DoRipperQuickJump(actor))
|
|
return 0;
|
|
|
|
InitActorDecide(actor);
|
|
}
|
|
|
|
DoRipperMoveHang(actor);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// STD MOVEMENT
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipperQuickJump(DSWActor* actor)
|
|
{
|
|
// Tests to see if ripper 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, s_RipperJumpAttack);
|
|
// move past the first state
|
|
actor->user.Tics = 30;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int NullRipper(DSWActor* actor)
|
|
{
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipperPain(DSWActor* actor)
|
|
{
|
|
NullRipper(actor);
|
|
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
|
|
InitActorDecide(actor);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipperRipHeart(DSWActor* actor)
|
|
{
|
|
DSWActor* target = actor->user.targetActor;
|
|
|
|
NewStateGroup(actor, s_RipperHeart);
|
|
actor->user.WaitTics = 6 * 120;
|
|
|
|
// player face ripper
|
|
target->spr.Angles.Yaw = (actor->spr.pos - target->spr.pos).Angle();
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipperStandHeart(DSWActor* actor)
|
|
{
|
|
NullRipper(actor);
|
|
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
|
|
NewStateGroup(actor, s_RipperRun);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void RipperHatch(DSWActor* actor)
|
|
{
|
|
const int MAX_RIPPERS = 1;
|
|
|
|
for (int i = 0; i < MAX_RIPPERS; i++)
|
|
{
|
|
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
|
|
ClearOwner(actorNew);
|
|
actorNew->spr.pos = actor->spr.pos;
|
|
actorNew->spr.scale = DVector2(1, 1);
|
|
actorNew->spr.Angles.Yaw = RandomAngle();
|
|
actorNew->spr.pal = 0;
|
|
SetupRipper(actorNew);
|
|
|
|
// make immediately active
|
|
actorNew->user.Flags |= (SPR_ACTIVE);
|
|
|
|
actorNew->setStateGroup(NAME_Jump);
|
|
actorNew->user.ActorActionFunc = AF(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 DoRipperMove(DSWActor* 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 (DoRipperQuickJump(actor))
|
|
return 0;
|
|
|
|
KeepActorOnFloor(actor);
|
|
}
|
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
if (actor->user.track >= 0)
|
|
ActorFollowTrack(actor, ACTORMOVETICS);
|
|
else
|
|
actor->callAction();
|
|
|
|
DoActorSectorDamage(actor);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_data saveable_ripper_data[] =
|
|
{
|
|
SAVE_DATA(RipperPersonality),
|
|
|
|
SAVE_DATA(RipperAttrib),
|
|
|
|
SAVE_DATA(s_RipperRun),
|
|
SAVE_DATA(s_RipperStand),
|
|
SAVE_DATA(s_RipperSwipe),
|
|
SAVE_DATA(s_RipperSpew),
|
|
SAVE_DATA(s_RipperHeart),
|
|
SAVE_DATA(s_RipperHang),
|
|
SAVE_DATA(s_RipperPain),
|
|
SAVE_DATA(s_RipperJump),
|
|
SAVE_DATA(s_RipperFall),
|
|
SAVE_DATA(s_RipperJumpAttack),
|
|
SAVE_DATA(s_RipperHangJump),
|
|
SAVE_DATA(s_RipperHangFall),
|
|
SAVE_DATA(s_RipperDie),
|
|
SAVE_DATA(s_RipperDead),
|
|
SAVE_DATA(s_RipperDeathJump),
|
|
SAVE_DATA(s_RipperDeathFall),
|
|
|
|
SAVE_DATA(RipperActionSet),
|
|
SAVE_DATA(RipperBrownActionSet),
|
|
};
|
|
|
|
saveable_module saveable_ripper =
|
|
{
|
|
// code
|
|
nullptr, 0,
|
|
|
|
// data
|
|
saveable_ripper_data,
|
|
SIZ(saveable_ripper_data)
|
|
};
|
|
END_SW_NS
|