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1040 lines
37 KiB
C++
1040 lines
37 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 "player.h"
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#include "network.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "misc.h"
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BEGIN_SW_NS
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#define ZOMBIE_TIME_LIMIT ((120*20)/ACTORMOVETICS)
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DECISION ZombieBattle[] =
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{
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{399, InitActorMoveCloser},
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{1024, InitActorAttack}
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};
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DECISION ZombieOffense[] =
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{
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{399, InitActorMoveCloser},
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{1024, InitActorAttack}
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};
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DECISION ZombieBroadcast[] =
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{
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{6, InitActorAmbientNoise},
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{1024, InitActorDecide}
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};
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DECISION ZombieSurprised[] =
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{
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{701, InitActorMoveCloser},
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{1024, InitActorDecide}
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};
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DECISION ZombieEvasive[] =
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{
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{400, InitActorDuck},
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{1024, nullptr}
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};
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DECISION ZombieLostTarget[] =
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{
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{900, InitActorFindPlayer},
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{1024, InitActorWanderAround}
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};
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DECISION ZombieCloseRange[] =
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{
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{800, InitActorAttack },
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{1024, InitActorReposition }
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};
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PERSONALITY ZombiePersonality =
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{
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ZombieBattle,
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ZombieOffense,
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ZombieBroadcast,
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ZombieSurprised,
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ZombieEvasive,
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ZombieLostTarget,
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ZombieCloseRange,
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ZombieCloseRange
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};
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ATTRIBUTE ZombieAttrib =
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{
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//{50, 60, 70, 80}, // Speeds
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{120, 140, 170, 200}, // Speeds
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{4, 0, 0, -2}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_NINJAAMBIENT, DIGI_NINJAALERT, DIGI_STAR,
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DIGI_NINJAPAIN, DIGI_NINJASCREAM,0,0,0,0,0
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}
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};
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//////////////////////
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//
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// ZOMBIE RUN
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//
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//////////////////////
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#define ZOMBIE_RATE 32
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ANIMATOR DoZombieMove, NullZombie;
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STATE s_ZombieRun[5][4] =
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{
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{
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{PLAYER_NINJA_RUN_R0 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][1]},
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{PLAYER_NINJA_RUN_R0 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][2]},
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{PLAYER_NINJA_RUN_R0 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][3]},
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{PLAYER_NINJA_RUN_R0 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][0]},
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},
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{
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{PLAYER_NINJA_RUN_R1 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][1]},
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{PLAYER_NINJA_RUN_R1 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][2]},
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{PLAYER_NINJA_RUN_R1 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][3]},
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{PLAYER_NINJA_RUN_R1 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][0]},
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},
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{
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{PLAYER_NINJA_RUN_R2 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][1]},
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{PLAYER_NINJA_RUN_R2 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][2]},
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{PLAYER_NINJA_RUN_R2 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][3]},
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{PLAYER_NINJA_RUN_R2 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][0]},
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},
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{
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{PLAYER_NINJA_RUN_R3 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][1]},
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{PLAYER_NINJA_RUN_R3 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][2]},
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{PLAYER_NINJA_RUN_R3 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][3]},
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{PLAYER_NINJA_RUN_R3 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][0]},
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},
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{
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{PLAYER_NINJA_RUN_R4 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][1]},
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{PLAYER_NINJA_RUN_R4 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][2]},
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{PLAYER_NINJA_RUN_R4 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][3]},
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{PLAYER_NINJA_RUN_R4 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][0]},
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},
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};
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STATE* sg_ZombieRun[] =
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{
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s_ZombieRun[0],
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s_ZombieRun[1],
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s_ZombieRun[2],
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s_ZombieRun[3],
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s_ZombieRun[4]
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};
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//////////////////////
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//
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// PLAYER_ZOMBIE STAND
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//
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//////////////////////
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#define ZOMBIE_STAND_RATE 10
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STATE s_ZombieStand[5][1] =
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{
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{
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{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[0][0]},
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},
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{
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{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[1][0]},
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},
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{
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{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[2][0]},
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},
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{
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{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[3][0]},
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},
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{
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{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[4][0]},
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},
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};
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STATE* sg_ZombieStand[] =
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{
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s_ZombieStand[0],
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s_ZombieStand[1],
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s_ZombieStand[2],
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s_ZombieStand[3],
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s_ZombieStand[4]
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};
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//////////////////////
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//
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// ZOMBIE PAIN
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//
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//////////////////////
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#define ZOMBIE_PAIN_RATE 15
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ANIMATOR DoZombiePain;
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STATE s_ZombiePain[5][2] =
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{
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{
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{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[0][1]},
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{PLAYER_NINJA_STAND_R0 + 1, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[0][1]},
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},
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{
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{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[1][1]},
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{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[1][1]},
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},
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{
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{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[2][1]},
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{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[2][1]},
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},
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{
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{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[3][1]},
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{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[3][1]},
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},
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{
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{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[4][1]},
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{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[4][1]},
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},
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};
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STATE* sg_ZombiePain[] =
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{
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s_ZombiePain[0],
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s_ZombiePain[1],
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s_ZombiePain[2],
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s_ZombiePain[3],
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s_ZombiePain[4]
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};
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//////////////////////
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//
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// ZOMBIE NUKE
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//
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//////////////////////
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#define ZOMBIE_NUKE_RATE 18
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ANIMATOR InitEnemyNuke;
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STATE s_ZombieNuke[5][6] =
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{
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{
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{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[0][1]},
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{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[0][2]},
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{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[0][3]},
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{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[0][4]},
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{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[0][5]},
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{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[0][5]},
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},
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{
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{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[1][1]},
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{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[1][2]},
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{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[1][3]},
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{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[1][4]},
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{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[1][5]},
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{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[1][5]},
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},
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{
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[2][1]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[2][2]},
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{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[2][3]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[2][4]},
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{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[2][5]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[2][5]},
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},
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{
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[3][1]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[3][2]},
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{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[3][3]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[3][4]},
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{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[3][5]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[3][5]},
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},
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{
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[4][1]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[4][2]},
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{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[4][3]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[4][4]},
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{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[4][5]},
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{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[4][5]},
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},
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};
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STATE* sg_ZombieNuke[] =
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{
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s_ZombieNuke[0],
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s_ZombieNuke[1],
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s_ZombieNuke[2],
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s_ZombieNuke[3],
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s_ZombieNuke[4]
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};
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//////////////////////
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//
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// ZOMBIE ROCKET
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//
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//////////////////////
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#define ZOMBIE_ROCKET_RATE 14
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ANIMATOR InitEnemyRocket;
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STATE s_ZombieRocket[5][5] =
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{
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{
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{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[0][1]},
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{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[0][2]},
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{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[0][3]},
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{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[0][4]},
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{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[0][4]},
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},
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{
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{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[1][1]},
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{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[1][2]},
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{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[1][3]},
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{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[1][4]},
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{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[1][4]},
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},
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{
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{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[2][1]},
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{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[2][2]},
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{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[2][3]},
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{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[2][4]},
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{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[2][4]},
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},
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{
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{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[3][1]},
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{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[3][2]},
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{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[3][3]},
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{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[3][4]},
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{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[3][4]},
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},
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{
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{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[4][1]},
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{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[4][2]},
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{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[4][3]},
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{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[4][4]},
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{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[4][4]},
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},
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};
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|
|
|
STATE* sg_ZombieRocket[] =
|
|
{
|
|
s_ZombieRocket[0],
|
|
s_ZombieRocket[1],
|
|
s_ZombieRocket[2],
|
|
s_ZombieRocket[3],
|
|
s_ZombieRocket[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// ZOMBIE ROCKET
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZOMBIE_RAIL_RATE 14
|
|
ANIMATOR InitEnemyRail;
|
|
|
|
STATE s_ZombieRail[5][5] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[0][1]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[0][2]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[0][3]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[0][4]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[0][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[1][1]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[1][2]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[1][3]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[1][4]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[1][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[2][1]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[2][2]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[2][3]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[2][4]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[2][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[3][1]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[3][2]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[3][3]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[3][4]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[3][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[4][1]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[4][2]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[4][3]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[4][4]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[4][4]},
|
|
},
|
|
};
|
|
|
|
|
|
STATE* sg_ZombieRail[] =
|
|
{
|
|
s_ZombieRail[0],
|
|
s_ZombieRail[1],
|
|
s_ZombieRail[2],
|
|
s_ZombieRail[3],
|
|
s_ZombieRail[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// ZOMBIE GRENADE
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZOMBIE_ROCKET_RATE 14
|
|
ANIMATOR InitSpriteGrenade;
|
|
|
|
STATE s_ZombieGrenade[5][5] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[0][1]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[0][2]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[0][3]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[0][4]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[0][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[1][1]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[1][2]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[1][3]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[1][4]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[1][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[2][1]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[2][2]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[2][3]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[2][4]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[2][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[3][1]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[3][2]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[3][3]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[3][4]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[3][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[4][1]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[4][2]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[4][3]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[4][4]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[4][4]},
|
|
},
|
|
};
|
|
|
|
|
|
STATE* sg_ZombieGrenade[] =
|
|
{
|
|
s_ZombieGrenade[0],
|
|
s_ZombieGrenade[1],
|
|
s_ZombieGrenade[2],
|
|
s_ZombieGrenade[3],
|
|
s_ZombieGrenade[4]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// ZOMBIE FLASHBOMB
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZOMBIE_FLASHBOMB_RATE 14
|
|
ANIMATOR InitFlashBomb;
|
|
|
|
STATE s_ZombieFlashBomb[5][5] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[0][1]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[0][2]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[0][3]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[0][4]},
|
|
{PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[0][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[1][1]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[1][2]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[1][3]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[1][4]},
|
|
{PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[1][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[2][1]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[2][2]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[2][3]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[2][4]},
|
|
{PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[2][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[3][1]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[3][2]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[3][3]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[3][4]},
|
|
{PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[3][4]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[4][1]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[4][2]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[4][3]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[4][4]},
|
|
{PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[4][4]},
|
|
},
|
|
};
|
|
|
|
|
|
STATE* sg_ZombieFlashBomb[] =
|
|
{
|
|
s_ZombieFlashBomb[0],
|
|
s_ZombieFlashBomb[1],
|
|
s_ZombieFlashBomb[2],
|
|
s_ZombieFlashBomb[3],
|
|
s_ZombieFlashBomb[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// ZOMBIE UZI
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZOMBIE_UZI_RATE 8
|
|
ANIMATOR InitEnemyUzi,CheckFire;
|
|
|
|
STATE s_ZombieUzi[5][17] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][1]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[0][2]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][3]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][4]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][5]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][6]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][7]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][8]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][9]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][10]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][11]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][12]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][13]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][14]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][15]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][16]},
|
|
{PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[0][16]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][1]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[1][2]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][3]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][4]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][5]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][6]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][7]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][8]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][9]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][10]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][11]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][12]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][13]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][14]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][15]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][16]},
|
|
{PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[1][16]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][1]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[2][2]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][3]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][4]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][5]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][6]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][7]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][8]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][9]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][10]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][11]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][12]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][13]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][14]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][15]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][16]},
|
|
{PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[2][16]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][1]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[3][2]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][3]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][4]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][5]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][6]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][7]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][8]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][9]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][10]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][11]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][12]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][13]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][14]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][15]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][16]},
|
|
{PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[3][16]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][1]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[4][2]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][3]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][4]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][5]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][6]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][7]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][8]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][9]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][10]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][11]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][12]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][13]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][14]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][15]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][16]},
|
|
{PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[4][16]},
|
|
},
|
|
};
|
|
|
|
|
|
STATE* sg_ZombieUzi[] =
|
|
{
|
|
s_ZombieUzi[0],
|
|
s_ZombieUzi[1],
|
|
s_ZombieUzi[2],
|
|
s_ZombieUzi[3],
|
|
s_ZombieUzi[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// ZOMBIE FALL
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZOMBIE_FALL_RATE 25
|
|
|
|
STATE s_ZombieFall[5][1] =
|
|
{
|
|
{
|
|
{PLAYER_NINJA_JUMP_R0 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[0][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R1 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[1][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R2 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[2][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R3 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[3][0]},
|
|
},
|
|
{
|
|
{PLAYER_NINJA_JUMP_R4 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_ZombieFall[] =
|
|
{
|
|
&s_ZombieFall[0][0],
|
|
&s_ZombieFall[1][0],
|
|
&s_ZombieFall[2][0],
|
|
&s_ZombieFall[3][0],
|
|
&s_ZombieFall[4][0]
|
|
};
|
|
|
|
/*
|
|
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 ZombieActionSet =
|
|
{
|
|
sg_ZombieStand,
|
|
sg_ZombieRun,
|
|
nullptr,
|
|
sg_ZombieFall,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
sg_ZombieRun,
|
|
sg_ZombieRun,
|
|
nullptr,
|
|
nullptr,
|
|
sg_ZombiePain,
|
|
sg_ZombieRun,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
#if 0
|
|
{sg_ZombieUzi},
|
|
{1024},
|
|
{sg_ZombieUzi, sg_ZombieRocket, sg_ZombieGrenade, sg_ZombieNuke},
|
|
{400, 750, 1000, 1024},
|
|
#endif
|
|
{sg_ZombieRail},
|
|
{1024},
|
|
{sg_ZombieRail},
|
|
{1024},
|
|
{nullptr},
|
|
nullptr,
|
|
nullptr
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int SetupZombie(DSWActor* actor)
|
|
{
|
|
ANIMATOR DoActorDecide;
|
|
|
|
actor->user.Health = 100;
|
|
actor->user.StateEnd = &s_ZombiePain[0][0];
|
|
actor->user.Rot = sg_ZombieRun;
|
|
actor->spr.SetScale(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
|
|
|
|
actor->user.Attrib = &ZombieAttrib;
|
|
EnemyDefaults(actor, &ZombieActionSet, &ZombiePersonality);
|
|
|
|
ChangeState(actor, s_ZombieRun[0]);
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
|
|
actor->user.Radius = 280;
|
|
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void SpawnZombie(PLAYER* pp, DSWActor* weaponActor)
|
|
{
|
|
auto ownerActor = GetOwner(weaponActor);
|
|
|
|
if (ownerActor == nullptr)
|
|
return;
|
|
|
|
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos, pp->angle.ang, 0);
|
|
SetOwner(actorNew, ownerActor);
|
|
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
|
|
actorNew->spr.angle = RandomAngle();
|
|
SetupZombie(actorNew);
|
|
actorNew->spr.shade = -10;
|
|
actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
|
|
|
DoActorPickClosePlayer(actorNew);
|
|
|
|
// make immediately active
|
|
actorNew->user.Flags |= (SPR_ACTIVE);
|
|
|
|
actorNew->user.Flags &= ~(SPR_JUMPING);
|
|
actorNew->user.Flags &= ~(SPR_FALLING);
|
|
|
|
// if I didn't do this here they get stuck in the air sometimes
|
|
DoActorZrange(actorNew);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void SpawnZombie2(DSWActor* actor)
|
|
{
|
|
auto sectu = actor->sector();
|
|
sectortype* sectp = actor->sector();
|
|
|
|
auto ownerActor = GetOwner(actor);
|
|
|
|
if (ownerActor == nullptr)
|
|
return;
|
|
|
|
if (sectu && ((sectp->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE))
|
|
return;
|
|
|
|
if (SectorIsUnderwaterArea(actor->sector()))
|
|
return;
|
|
|
|
if (FAF_ConnectArea(actor->sector()))
|
|
{
|
|
auto newsect = actor->sector();
|
|
updatesectorz(actor->spr.pos.plusZ(10), &newsect);
|
|
if (SectorIsUnderwaterArea(newsect))
|
|
return;
|
|
}
|
|
|
|
|
|
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], actor->sector(), actor->spr.pos, actor->spr.angle, 0);
|
|
actorNew->user.Counter3 = 0;
|
|
SetOwner(ownerActor, actorNew);
|
|
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
|
|
actorNew->spr.angle = RandomAngle();
|
|
SetupZombie(actorNew);
|
|
actorNew->spr.shade = -10;
|
|
actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
|
|
|
DoActorPickClosePlayer(actorNew);
|
|
|
|
// make immediately active
|
|
actorNew->user.Flags |= (SPR_ACTIVE);
|
|
|
|
actorNew->user.Flags &= ~(SPR_JUMPING);
|
|
actorNew->user.Flags &= ~(SPR_FALLING);
|
|
|
|
// if I didn't do this here they get stuck in the air sometimes
|
|
DoActorZrange(actorNew);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoZombieMove(DSWActor* actor)
|
|
{
|
|
if (actor->user.Counter3++ >= ZOMBIE_TIME_LIMIT)
|
|
{
|
|
InitBloodSpray(actor,true,105);
|
|
InitBloodSpray(actor,true,105);
|
|
InitBloodSpray(actor,true,105);
|
|
SetSuicide(actor);
|
|
return 0;
|
|
}
|
|
|
|
DSWActor* tActor = actor->user.targetActor;
|
|
if (tActor && tActor->hasU())
|
|
{
|
|
if ((tActor->user.Flags & PF_DEAD))
|
|
DoActorPickClosePlayer(actor);
|
|
}
|
|
|
|
// jumping and falling
|
|
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
|
|
{
|
|
if (actor->user.Flags & (SPR_JUMPING))
|
|
DoActorJump(actor);
|
|
else if (actor->user.Flags & (SPR_FALLING))
|
|
DoActorFall(actor);
|
|
}
|
|
|
|
// sliding
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
// Do track or call current action function - such as DoActorMoveCloser()
|
|
if (actor->user.track >= 0)
|
|
ActorFollowTrack(actor, ACTORMOVETICS);
|
|
else
|
|
{
|
|
(*actor->user.ActorActionFunc)(actor);
|
|
}
|
|
|
|
// stay on floor unless doing certain things
|
|
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
|
|
{
|
|
KeepActorOnFloor(actor);
|
|
}
|
|
|
|
// take damage from environment
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int NullZombie(DSWActor* actor)
|
|
{
|
|
if (actor->user.Counter3++ >= ZOMBIE_TIME_LIMIT)
|
|
{
|
|
InitBloodSpray(actor,true,105);
|
|
InitBloodSpray(actor,true,105);
|
|
InitBloodSpray(actor,true,105);
|
|
SetSuicide(actor);
|
|
return 0;
|
|
}
|
|
|
|
DSWActor* tActor = actor->user.targetActor;
|
|
if (tActor && tActor->hasU())
|
|
{
|
|
if ((tActor->user.Flags & PF_DEAD))
|
|
DoActorPickClosePlayer(actor);
|
|
}
|
|
|
|
if (actor->user.WaitTics > 0)
|
|
actor->user.WaitTics -= ACTORMOVETICS;
|
|
|
|
if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
|
|
DoActorSlide(actor);
|
|
|
|
if (!(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
|
|
KeepActorOnFloor(actor);
|
|
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoZombiePain(DSWActor* actor)
|
|
{
|
|
NullZombie(actor);
|
|
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
|
|
InitActorDecide(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_zombie_code[] =
|
|
{
|
|
SAVE_CODE(DoZombieMove),
|
|
SAVE_CODE(NullZombie),
|
|
SAVE_CODE(DoZombiePain),
|
|
};
|
|
|
|
static saveable_data saveable_zombie_data[] =
|
|
{
|
|
SAVE_DATA(ZombieBattle),
|
|
SAVE_DATA(ZombieOffense),
|
|
SAVE_DATA(ZombieBroadcast),
|
|
SAVE_DATA(ZombieSurprised),
|
|
SAVE_DATA(ZombieEvasive),
|
|
SAVE_DATA(ZombieLostTarget),
|
|
SAVE_DATA(ZombieCloseRange),
|
|
|
|
SAVE_DATA(ZombiePersonality),
|
|
|
|
SAVE_DATA(ZombieAttrib),
|
|
|
|
SAVE_DATA(s_ZombieRun),
|
|
SAVE_DATA(sg_ZombieRun),
|
|
SAVE_DATA(s_ZombieStand),
|
|
SAVE_DATA(sg_ZombieStand),
|
|
SAVE_DATA(s_ZombiePain),
|
|
SAVE_DATA(sg_ZombiePain),
|
|
SAVE_DATA(s_ZombieNuke),
|
|
SAVE_DATA(sg_ZombieNuke),
|
|
SAVE_DATA(s_ZombieRocket),
|
|
SAVE_DATA(sg_ZombieRocket),
|
|
SAVE_DATA(s_ZombieRail),
|
|
SAVE_DATA(sg_ZombieRail),
|
|
SAVE_DATA(s_ZombieGrenade),
|
|
SAVE_DATA(sg_ZombieGrenade),
|
|
SAVE_DATA(s_ZombieFlashBomb),
|
|
SAVE_DATA(sg_ZombieFlashBomb),
|
|
SAVE_DATA(s_ZombieUzi),
|
|
SAVE_DATA(sg_ZombieUzi),
|
|
SAVE_DATA(s_ZombieFall),
|
|
SAVE_DATA(sg_ZombieFall),
|
|
|
|
SAVE_DATA(ZombieActionSet),
|
|
};
|
|
|
|
saveable_module saveable_zombie =
|
|
{
|
|
// code
|
|
saveable_zombie_code,
|
|
SIZ(saveable_zombie_code),
|
|
|
|
// data
|
|
saveable_zombie_data,
|
|
SIZ(saveable_zombie_data)
|
|
};
|
|
END_SW_NS
|