raze/source/games/sw/src/ripper.cpp
2022-10-15 11:35:37 +02:00

1301 lines
35 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 "pal.h"
#include "sprite.h"
#include "misc.h"
BEGIN_SW_NS
ANIMATOR InitRipperHang;
ANIMATOR DoRipperMoveJump;
ANIMATOR DoRipperHangJF;
ANIMATOR DoRipperQuickJump;
DECISION RipperBattle[] =
{
{748, InitActorMoveCloser},
{750, InitActorAlertNoise},
// {900, InitRipperHang},
{755, InitActorAttackNoise},
{1024, InitActorAttack}
};
DECISION RipperOffense[] =
{
{700, InitActorMoveCloser},
{710, InitActorAlertNoise},
{1024, InitActorAttack}
};
DECISION RipperBroadcast[] =
{
{3, InitActorAlertNoise},
{6, InitActorAmbientNoise},
{1024, InitActorDecide}
};
DECISION RipperSurprised[] =
{
{30, InitRipperHang},
{701, InitActorMoveCloser},
{1024, InitActorDecide}
};
DECISION RipperEvasive[] =
{
{6, InitRipperHang},
{1024, nullptr}
};
DECISION RipperLostTarget[] =
{
{980, InitActorFindPlayer},
{1024, InitActorWanderAround}
};
DECISION RipperCloseRange[] =
{
{900, InitActorAttack },
{1024, InitActorReposition }
};
PERSONALITY RipperPersonality =
{
RipperBattle,
RipperOffense,
RipperBroadcast,
RipperSurprised,
RipperEvasive,
RipperLostTarget,
RipperCloseRange,
RipperCloseRange
};
ATTRIBUTE RipperAttrib =
{
{200, 220, 240, 280}, // Speeds
{5, 0, -2, -4}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_RIPPERAMBIENT, DIGI_RIPPERALERT, DIGI_RIPPERATTACK,
DIGI_RIPPERPAIN, DIGI_RIPPERSCREAM, DIGI_RIPPERHEARTOUT,
0,0,0,0
}
};
//////////////////////
//
// RIPPER RUN
//
//////////////////////
#define RIPPER_RUN_RATE 16
ANIMATOR DoRipperMove, NullRipper, DoActorDebris;
STATE s_RipperRun[5][4] =
{
{
{RIPPER_RUN_R0 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][1]},
{RIPPER_RUN_R0 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][2]},
{RIPPER_RUN_R0 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][3]},
{RIPPER_RUN_R0 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][0]},
},
{
{RIPPER_RUN_R1 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][1]},
{RIPPER_RUN_R1 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][2]},
{RIPPER_RUN_R1 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][3]},
{RIPPER_RUN_R1 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][0]},
},
{
{RIPPER_RUN_R2 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][1]},
{RIPPER_RUN_R2 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][2]},
{RIPPER_RUN_R2 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][3]},
{RIPPER_RUN_R2 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][0]},
},
{
{RIPPER_RUN_R3 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][1]},
{RIPPER_RUN_R3 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][2]},
{RIPPER_RUN_R3 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][3]},
{RIPPER_RUN_R3 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][0]},
},
{
{RIPPER_RUN_R4 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][1]},
{RIPPER_RUN_R4 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][2]},
{RIPPER_RUN_R4 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][3]},
{RIPPER_RUN_R4 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][0]},
}
};
STATE* sg_RipperRun[] =
{
&s_RipperRun[0][0],
&s_RipperRun[1][0],
&s_RipperRun[2][0],
&s_RipperRun[3][0],
&s_RipperRun[4][0]
};
//////////////////////
//
// RIPPER STAND
//
//////////////////////
#define RIPPER_STAND_RATE 12
STATE s_RipperStand[5][1] =
{
{
{RIPPER_STAND_R0 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[0][0]},
},
{
{RIPPER_STAND_R1 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[1][0]},
},
{
{RIPPER_STAND_R2 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[2][0]},
},
{
{RIPPER_STAND_R3 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[3][0]},
},
{
{RIPPER_STAND_R4 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[4][0]},
},
};
STATE* sg_RipperStand[] =
{
s_RipperStand[0],
s_RipperStand[1],
s_RipperStand[2],
s_RipperStand[3],
s_RipperStand[4]
};
//////////////////////
//
// RIPPER SWIPE
//
//////////////////////
#define RIPPER_SWIPE_RATE 8
ANIMATOR InitActorDecide;
ANIMATOR InitRipperSlash;
STATE s_RipperSwipe[5][8] =
{
{
{RIPPER_SWIPE_R0 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][1]},
{RIPPER_SWIPE_R0 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][2]},
{RIPPER_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[0][3]},
{RIPPER_SWIPE_R0 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][4]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][5]},
{RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[0][6]},
{RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[0][7]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[0][7]},
},
{
{RIPPER_SWIPE_R1 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][1]},
{RIPPER_SWIPE_R1 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][2]},
{RIPPER_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[1][3]},
{RIPPER_SWIPE_R1 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][4]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][5]},
{RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[1][6]},
{RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[1][7]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[1][7]},
},
{
{RIPPER_SWIPE_R2 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][1]},
{RIPPER_SWIPE_R2 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][2]},
{RIPPER_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[2][3]},
{RIPPER_SWIPE_R2 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][4]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][5]},
{RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[2][6]},
{RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[2][7]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[2][7]},
},
{
{RIPPER_SWIPE_R3 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][1]},
{RIPPER_SWIPE_R3 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][2]},
{RIPPER_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[3][3]},
{RIPPER_SWIPE_R3 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][4]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][5]},
{RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[3][6]},
{RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[3][7]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[3][7]},
},
{
{RIPPER_SWIPE_R4 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][1]},
{RIPPER_SWIPE_R4 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][2]},
{RIPPER_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[4][3]},
{RIPPER_SWIPE_R4 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][4]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][5]},
{RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[4][6]},
{RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[4][7]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[4][7]},
}
};
STATE* sg_RipperSwipe[] =
{
&s_RipperSwipe[0][0],
&s_RipperSwipe[1][0],
&s_RipperSwipe[2][0],
&s_RipperSwipe[3][0],
&s_RipperSwipe[4][0]
};
//////////////////////
//
// RIPPER SPEW
//
//////////////////////
#define RIPPER_SPEW_RATE 8
ANIMATOR InitActorDecide;
ANIMATOR InitCoolgFire;
STATE s_RipperSpew[5][7] =
{
{
{RIPPER_SWIPE_R0 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][1]},
{RIPPER_SWIPE_R0 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][2]},
{RIPPER_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[0][3]},
{RIPPER_SWIPE_R0 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][4]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][5]},
{RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[0][6]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[0][6]},
},
{
{RIPPER_SWIPE_R1 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][1]},
{RIPPER_SWIPE_R1 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][2]},
{RIPPER_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[1][3]},
{RIPPER_SWIPE_R1 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][4]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][5]},
{RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[1][6]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[1][6]},
},
{
{RIPPER_SWIPE_R2 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][1]},
{RIPPER_SWIPE_R2 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][2]},
{RIPPER_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[2][3]},
{RIPPER_SWIPE_R2 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][4]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][5]},
{RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[2][6]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[2][6]},
},
{
{RIPPER_SWIPE_R3 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][1]},
{RIPPER_SWIPE_R3 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][2]},
{RIPPER_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[3][3]},
{RIPPER_SWIPE_R3 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][4]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][5]},
{RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[3][6]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[3][6]},
},
{
{RIPPER_SWIPE_R4 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][1]},
{RIPPER_SWIPE_R4 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][2]},
{RIPPER_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[4][3]},
{RIPPER_SWIPE_R4 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][4]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][5]},
{RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[4][6]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[4][6]},
}
};
STATE* sg_RipperSpew[] =
{
&s_RipperSpew[0][0],
&s_RipperSpew[1][0],
&s_RipperSpew[2][0],
&s_RipperSpew[3][0],
&s_RipperSpew[4][0]
};
//////////////////////
//
// RIPPER HEART - show players heart
//
//////////////////////
#define RIPPER_HEART_RATE 14
ANIMATOR DoRipperStandHeart;
STATE s_RipperHeart[5][4] =
{
{
{RIPPER_HEART_R0 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[0][0]},
},
{
{RIPPER_HEART_R1 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[1][0]},
},
{
{RIPPER_HEART_R2 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[2][0]},
},
{
{RIPPER_HEART_R3 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[3][0]},
},
{
{RIPPER_HEART_R4 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[4][0]},
}
};
STATE* sg_RipperHeart[] =
{
&s_RipperHeart[0][0],
&s_RipperHeart[1][0],
&s_RipperHeart[2][0],
&s_RipperHeart[3][0],
&s_RipperHeart[4][0]
};
//////////////////////
//
// RIPPER HANG
//
//////////////////////
#define RIPPER_HANG_RATE 14
ANIMATOR DoRipperHang;
STATE s_RipperHang[5][4] =
{
{
{RIPPER_HANG_R0 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[0][0]},
},
{
{RIPPER_HANG_R1 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[1][0]},
},
{
{RIPPER_HANG_R2 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[2][0]},
},
{
{RIPPER_HANG_R3 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[3][0]},
},
{
{RIPPER_HANG_R4 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[4][0]},
}
};
STATE* sg_RipperHang[] =
{
&s_RipperHang[0][0],
&s_RipperHang[1][0],
&s_RipperHang[2][0],
&s_RipperHang[3][0],
&s_RipperHang[4][0]
};
//////////////////////
//
// RIPPER PAIN
//
//////////////////////
#define RIPPER_PAIN_RATE 38
ANIMATOR DoRipperPain;
STATE s_RipperPain[5][1] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[0][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[1][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[2][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[3][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[4][0]},
}
};
STATE* sg_RipperPain[] =
{
&s_RipperPain[0][0],
&s_RipperPain[1][0],
&s_RipperPain[2][0],
&s_RipperPain[3][0],
&s_RipperPain[4][0]
};
//////////////////////
//
// RIPPER JUMP
//
//////////////////////
#define RIPPER_JUMP_RATE 25
STATE s_RipperJump[5][6] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[0][1]},
{RIPPER_JUMP_R0 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[0][1]},
},
{
{RIPPER_JUMP_R1 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[1][1]},
{RIPPER_JUMP_R1 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[1][1]},
},
{
{RIPPER_JUMP_R2 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[2][1]},
{RIPPER_JUMP_R2 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[2][1]},
},
{
{RIPPER_JUMP_R3 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[3][1]},
{RIPPER_JUMP_R3 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[3][1]},
},
{
{RIPPER_JUMP_R4 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[4][1]},
{RIPPER_JUMP_R4 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[4][1]},
}
};
STATE* sg_RipperJump[] =
{
&s_RipperJump[0][0],
&s_RipperJump[1][0],
&s_RipperJump[2][0],
&s_RipperJump[3][0],
&s_RipperJump[4][0]
};
//////////////////////
//
// RIPPER FALL
//
//////////////////////
#define RIPPER_FALL_RATE 25
STATE s_RipperFall[5][6] =
{
{
{RIPPER_FALL_R0 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[0][0]},
},
{
{RIPPER_FALL_R1 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[1][0]},
},
{
{RIPPER_FALL_R2 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[2][0]},
},
{
{RIPPER_FALL_R3 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[3][0]},
},
{
{RIPPER_FALL_R4 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[4][0]},
}
};
STATE* sg_RipperFall[] =
{
&s_RipperFall[0][0],
&s_RipperFall[1][0],
&s_RipperFall[2][0],
&s_RipperFall[3][0],
&s_RipperFall[4][0]
};
//////////////////////
//
// RIPPER JUMP ATTACK
//
//////////////////////
#define RIPPER_JUMP_ATTACK_RATE 35
int DoRipperBeginJumpAttack(DSWActor* actor);
STATE s_RipperJumpAttack[5][6] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[0][1]},
{RIPPER_JUMP_R0 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[0][2]},
{RIPPER_JUMP_R0 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[0][2]},
},
{
{RIPPER_JUMP_R1 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[1][1]},
{RIPPER_JUMP_R1 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[1][2]},
{RIPPER_JUMP_R1 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[1][2]},
},
{
{RIPPER_JUMP_R2 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[2][1]},
{RIPPER_JUMP_R2 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[2][2]},
{RIPPER_JUMP_R2 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[2][2]},
},
{
{RIPPER_JUMP_R3 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[3][1]},
{RIPPER_JUMP_R3 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[3][2]},
{RIPPER_JUMP_R3 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[3][2]},
},
{
{RIPPER_JUMP_R4 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[4][1]},
{RIPPER_JUMP_R4 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[4][2]},
{RIPPER_JUMP_R4 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[4][2]},
}
};
STATE* sg_RipperJumpAttack[] =
{
&s_RipperJumpAttack[0][0],
&s_RipperJumpAttack[1][0],
&s_RipperJumpAttack[2][0],
&s_RipperJumpAttack[3][0],
&s_RipperJumpAttack[4][0]
};
//////////////////////
//
// RIPPER HANG_JUMP
//
//////////////////////
#define RIPPER_HANG_JUMP_RATE 20
STATE s_RipperHangJump[5][6] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[0][1]},
{RIPPER_JUMP_R0 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[0][1]},
},
{
{RIPPER_JUMP_R1 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[1][1]},
{RIPPER_JUMP_R1 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[1][1]},
},
{
{RIPPER_JUMP_R2 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[2][1]},
{RIPPER_JUMP_R2 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[2][1]},
},
{
{RIPPER_JUMP_R3 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[3][1]},
{RIPPER_JUMP_R3 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[3][1]},
},
{
{RIPPER_JUMP_R4 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[4][1]},
{RIPPER_JUMP_R4 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[4][1]},
}
};
STATE* sg_RipperHangJump[] =
{
&s_RipperHangJump[0][0],
&s_RipperHangJump[1][0],
&s_RipperHangJump[2][0],
&s_RipperHangJump[3][0],
&s_RipperHangJump[4][0]
};
//////////////////////
//
// RIPPER HANG_FALL
//
//////////////////////
#define RIPPER_FALL_RATE 25
STATE s_RipperHangFall[5][6] =
{
{
{RIPPER_FALL_R0 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[0][0]},
},
{
{RIPPER_FALL_R1 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[1][0]},
},
{
{RIPPER_FALL_R2 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[2][0]},
},
{
{RIPPER_FALL_R3 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[3][0]},
},
{
{RIPPER_FALL_R4 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[4][0]},
}
};
STATE* sg_RipperHangFall[] =
{
&s_RipperHangFall[0][0],
&s_RipperHangFall[1][0],
&s_RipperHangFall[2][0],
&s_RipperHangFall[3][0],
&s_RipperHangFall[4][0]
};
//////////////////////
//
// RIPPER DIE
//
//////////////////////
#define RIPPER_DIE_RATE 16
STATE s_RipperDie[] =
{
{RIPPER_DIE + 0, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[1]},
{RIPPER_DIE + 1, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[2]},
{RIPPER_DIE + 2, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[3]},
{RIPPER_DIE + 3, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[4]},
{RIPPER_DEAD, RIPPER_DIE_RATE, DoActorDebris, &s_RipperDie[4]},
};
#define RIPPER_DEAD_RATE 8
STATE s_RipperDead[] =
{
{RIPPER_DIE + 2, RIPPER_DEAD_RATE, NullAnimator, &s_RipperDead[1]},
{RIPPER_DIE + 3, RIPPER_DEAD_RATE, NullAnimator, &s_RipperDead[2]},
{RIPPER_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_RipperDead[3]},
{RIPPER_DEAD, RIPPER_DEAD_RATE, DoActorDebris, &s_RipperDead[3]},
};
STATE* sg_RipperDie[] =
{
s_RipperDie
};
STATE* sg_RipperDead[] =
{
s_RipperDead
};
STATE s_RipperDeathJump[] =
{
{RIPPER_DIE + 0, RIPPER_DIE_RATE, DoActorDeathMove, &s_RipperDeathJump[0]}
};
STATE s_RipperDeathFall[] =
{
{RIPPER_DIE + 1, RIPPER_DIE_RATE, DoActorDeathMove, &s_RipperDeathFall[0]}
};
STATE* sg_RipperDeathJump[] =
{
s_RipperDeathJump
};
STATE* sg_RipperDeathFall[] =
{
s_RipperDeathFall
};
/*
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 RipperActionSet =
{
sg_RipperStand,
sg_RipperRun,
sg_RipperJump,
sg_RipperFall,
nullptr, // sg_RipperCrawl,
nullptr, // sg_RipperSwim,
nullptr, // sg_RipperFly,
nullptr, // sg_RipperRise,
nullptr, // sg_RipperSit,
nullptr, // sg_RipperLook,
nullptr, // climb
sg_RipperPain,
sg_RipperDie,
nullptr, // sg_RipperHariKari,
sg_RipperDead,
sg_RipperDeathJump,
sg_RipperDeathFall,
{sg_RipperSwipe,sg_RipperSpew},
{800,1024},
{sg_RipperJumpAttack, sg_RipperSpew},
{400, 1024},
{sg_RipperHeart, sg_RipperHang},
nullptr,
nullptr
};
ACTOR_ACTION_SET RipperBrownActionSet =
{
sg_RipperStand,
sg_RipperRun,
sg_RipperJump,
sg_RipperFall,
nullptr, // sg_RipperCrawl,
nullptr, // sg_RipperSwim,
nullptr, // sg_RipperFly,
nullptr, // sg_RipperRise,
nullptr, // sg_RipperSit,
nullptr, // sg_RipperLook,
nullptr, // climb
sg_RipperPain, // pain
sg_RipperDie,
nullptr, // sg_RipperHariKari,
sg_RipperDead,
sg_RipperDeathJump,
sg_RipperDeathFall,
{sg_RipperSwipe},
{1024},
{sg_RipperJumpAttack, sg_RipperSwipe},
{800, 1024},
{sg_RipperHeart, sg_RipperHang},
nullptr,
nullptr
};
int SetupRipper(DSWActor* actor)
{
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{
SpawnUser(actor, RIPPER_RUN_R0, s_RipperRun[0]);
actor->user.Health = HEALTH_RIPPER/2; // Baby rippers are weaker
}
ChangeState(actor, s_RipperRun[0]);
actor->user.Attrib = &RipperAttrib;
DoActorSetSpeed(actor, FAST_SPEED);
actor->user.StateEnd = s_RipperDie;
actor->user.Rot = sg_RipperRun;
actor->spr.xrepeat = 64;
actor->spr.yrepeat = 64;
if (actor->spr.pal == PALETTE_BROWN_RIPPER)
{
EnemyDefaults(actor, &RipperBrownActionSet, &RipperPersonality);
actor->spr.xrepeat = 106;
actor->spr.yrepeat = 90;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
actor->user.Health = HEALTH_MOMMA_RIPPER;
actor->spr.clipdist += 128 >> 2;
}
else
{
EnemyDefaults(actor, &RipperActionSet, &RipperPersonality);
}
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
return 0;
}
int GetJumpHeight(int jump_speed, int jump_grav)
{
int jump_iterations;
int height;
jump_speed = abs(jump_speed);
jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
height = jump_speed * jump_iterations * ACTORMOVETICS;
return height >> 9;
}
int PickJumpSpeed(DSWActor* actor, int pix_height)
{
actor->user.jump_speed = -600;
actor->user.jump_grav = 8;
while (true)
{
if (GetJumpHeight(actor->user.jump_speed, actor->user.jump_grav) > pix_height + 20)
break;
actor->user.jump_speed -= 100;
ASSERT(actor->user.jump_speed > -3000);
}
return actor->user.jump_speed;
}
int PickJumpMaxSpeed(DSWActor* actor, short max_speed)
{
ASSERT(max_speed < 0);
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 (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_RipperHangJump);
actor->user.StateFallOverride = sg_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, sg_RipperJumpAttack);
// move to the 2nd frame - past the pause frame
actor->user.Tics += actor->user.State->Tics;
return 0;
}
int DoRipperMoveHang(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)
{
NewStateGroup(actor, actor->user.ActorActionSet->Special[1]);
actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
// hang flush with the wall
actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512));
return 0;
}
}
return 0;
}
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.angle += DAngle180 + DAngle::fromBuild(RANDOM_NEG(256, 6) >> 6);
else
actor->spr.angle = VecToAngle(vec) + DAngle::fromBuild(RANDOM_NEG(256, 6) >> 6);
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 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, sg_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, sg_RipperHeart);
actor->user.WaitTics = 6 * 120;
// player face ripper
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
return 0;
}
int DoRipperStandHeart(DSWActor* actor)
{
NullRipper(actor);
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
NewStateGroup(actor, sg_RipperRun);
return 0;
}
void RipperHatch(DSWActor* actor)
{
const int MAX_RIPPERS = 1;
short rip_ang[MAX_RIPPERS];
rip_ang[0] = RANDOM_P2(2048);
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.xrepeat = actorNew->spr.yrepeat = 64;
actorNew->set_int_ang(rip_ang[i]);
actorNew->spr.pal = 0;
SetupRipper(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 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->user.ActorActionFunc)(actor);
DoActorSectorDamage(actor);
return 0;
}
#include "saveable.h"
static saveable_code saveable_ripper_code[] =
{
SAVE_CODE(InitRipperHang),
SAVE_CODE(DoRipperHang),
SAVE_CODE(DoRipperMoveHang),
SAVE_CODE(DoRipperHangJF),
SAVE_CODE(DoRipperBeginJumpAttack),
SAVE_CODE(DoRipperMoveJump),
SAVE_CODE(DoRipperQuickJump),
SAVE_CODE(NullRipper),
SAVE_CODE(DoRipperPain),
SAVE_CODE(DoRipperRipHeart),
SAVE_CODE(DoRipperStandHeart),
SAVE_CODE(DoRipperMove),
};
static saveable_data saveable_ripper_data[] =
{
SAVE_DATA(RipperBattle),
SAVE_DATA(RipperOffense),
SAVE_DATA(RipperBroadcast),
SAVE_DATA(RipperSurprised),
SAVE_DATA(RipperEvasive),
SAVE_DATA(RipperLostTarget),
SAVE_DATA(RipperCloseRange),
SAVE_DATA(RipperPersonality),
SAVE_DATA(RipperAttrib),
SAVE_DATA(s_RipperRun),
SAVE_DATA(sg_RipperRun),
SAVE_DATA(s_RipperStand),
SAVE_DATA(sg_RipperStand),
SAVE_DATA(s_RipperSwipe),
SAVE_DATA(sg_RipperSwipe),
SAVE_DATA(s_RipperSpew),
SAVE_DATA(sg_RipperSpew),
SAVE_DATA(s_RipperHeart),
SAVE_DATA(sg_RipperHeart),
SAVE_DATA(s_RipperHang),
SAVE_DATA(sg_RipperHang),
SAVE_DATA(s_RipperPain),
SAVE_DATA(sg_RipperPain),
SAVE_DATA(s_RipperJump),
SAVE_DATA(sg_RipperJump),
SAVE_DATA(s_RipperFall),
SAVE_DATA(sg_RipperFall),
SAVE_DATA(s_RipperJumpAttack),
SAVE_DATA(sg_RipperJumpAttack),
SAVE_DATA(s_RipperHangJump),
SAVE_DATA(sg_RipperHangJump),
SAVE_DATA(s_RipperHangFall),
SAVE_DATA(sg_RipperHangFall),
SAVE_DATA(s_RipperDie),
SAVE_DATA(s_RipperDead),
SAVE_DATA(sg_RipperDie),
SAVE_DATA(sg_RipperDead),
SAVE_DATA(s_RipperDeathJump),
SAVE_DATA(s_RipperDeathFall),
SAVE_DATA(sg_RipperDeathJump),
SAVE_DATA(sg_RipperDeathFall),
SAVE_DATA(RipperActionSet),
SAVE_DATA(RipperBrownActionSet),
};
saveable_module saveable_ripper =
{
// code
saveable_ripper_code,
SIZ(saveable_ripper_code),
// data
saveable_ripper_data,
SIZ(saveable_ripper_data)
};
END_SW_NS