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https://github.com/ZDoom/Raze.git
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943 lines
23 KiB
C++
943 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 "misc.h"
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#include "tags.h"
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#include "ai.h"
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#include "weapon.h"
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BEGIN_SW_NS
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int InitSpriteGrenade(DSWActor* actor);
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int InitSpriteChemBomb(DSWActor*);
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int InitFlashBomb(DSWActor* actor);
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int InitCaltrops(DSWActor* actor);
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//////////////////////
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//
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// SKULL Wait
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//
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//////////////////////
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extern DAMAGE_DATA DamageData[];
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#define SKULL_RATE 10
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STATE s_SkullWait[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[4][0]},
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}
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};
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STATE* sg_SkullWait[] =
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{
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&s_SkullWait[0][0],
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&s_SkullWait[1][0],
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&s_SkullWait[2][0],
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&s_SkullWait[3][0],
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&s_SkullWait[4][0]
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};
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ATTRIBUTE SkullAttrib =
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{
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{60, 80, 100, 130}, // Speeds
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{3, 0, -2, -3}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_AHAMBIENT, 0, 0, 0, DIGI_AHSCREAM,
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DIGI_AHEXPLODE,0,0,0,0
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}
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};
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//////////////////////
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//
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// SKULL for Serp God
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//
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//////////////////////
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STATE s_SkullRing[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[4][0]},
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}
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};
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STATE* sg_SkullRing[] =
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{
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&s_SkullRing[0][0],
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&s_SkullRing[1][0],
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&s_SkullRing[2][0],
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&s_SkullRing[3][0],
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&s_SkullRing[4][0]
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};
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//////////////////////
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//
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// SKULL Jump
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//
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//////////////////////
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STATE s_SkullJump[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[4][0]},
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}
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};
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STATE* sg_SkullJump[] =
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{
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&s_SkullJump[0][0],
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&s_SkullJump[1][0],
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&s_SkullJump[2][0],
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&s_SkullJump[3][0],
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&s_SkullJump[4][0]
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};
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//////////////////////
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//
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// SKULL Explode
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//
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//////////////////////
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#define SKULL_EXPLODE_RATE 11
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STATE s_SkullExplode[] =
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{
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{SKULL_EXPLODE + 0, 1, nullptr, &s_SkullExplode[1]},
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{SKULL_EXPLODE + 0, SF_QUICK_CALL, &AF(DoDamageTest), &s_SkullExplode[2]},
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{SKULL_EXPLODE + 0, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[3]},
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{SKULL_EXPLODE + 1, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[4]},
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{SKULL_EXPLODE + 2, SF_QUICK_CALL, &AF(DoSkullSpawnShrap), &s_SkullExplode[5]},
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{SKULL_EXPLODE + 2, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[6]},
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{SKULL_EXPLODE + 3, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[7]},
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{SKULL_EXPLODE + 4, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[8]},
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{SKULL_EXPLODE + 5, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[9]},
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{SKULL_EXPLODE + 6, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[10]},
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{SKULL_EXPLODE + 7, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[11]},
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{SKULL_EXPLODE + 8, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[12]},
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{SKULL_EXPLODE + 9, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[13]},
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{SKULL_EXPLODE +10, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[14]},
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{SKULL_EXPLODE +11, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[15]},
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{SKULL_EXPLODE +12, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[16]},
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{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[17]},
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{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, &AF(DoSuicide), &s_SkullExplode[17]}
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};
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STATE* sg_SkullExplode[] =
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{
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s_SkullExplode,
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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 SetupSkull(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,SKULL_R0,s_SkullWait[0]);
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actor->user.Health = HEALTH_SKULL;
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}
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ChangeState(actor, s_SkullWait[0]);
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actor->user.__legacyState.Attrib = &SkullAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_SkullExplode;
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actor->user.__legacyState.Rot = sg_SkullWait;
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actor->user.ID = SKULL_R0;
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EnemyDefaults(actor, nullptr, nullptr);
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actor->clipdist = 12;
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actor->user.Radius = 400;
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if (ActorZOfBottom(actor) > actor->user.loz - 16)
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{
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auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
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actor->spr.pos.Z = actor->user.loz + tex->GetDisplayTopOffset();
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actor->user.loz = actor->spr.pos.Z;
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// leave 8 pixels above the ground
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actor->spr.pos.Z += ActorSizeToTop(actor) - 3;
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}
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else
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{
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actor->user.Counter = RANDOM_P2(2048);
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actor->user.pos.Z = actor->spr.pos.Z;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DSWSkull, Initialize)
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{
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PARAM_SELF_PROLOGUE(DSWActor);
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SetupSkull(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 DoSkullMove(DSWActor* actor)
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{
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auto vect = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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double daz = actor->vel.Z;
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actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(actor);
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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 DoSkullBeginDeath(DSWActor* actor)
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{
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int16_t i,num_ord=0;
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// Decrease for Serp God
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auto own = GetOwner(actor);
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if (own != nullptr && own->hasU())
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own->user.Counter--;
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// starts the explosion that does the actual damage
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switch (actor->spr.hitag)
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{
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case 1:
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if (actor->spr.lotag) num_ord = actor->spr.lotag;
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else
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num_ord = 2;
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if (num_ord > 3) num_ord = 3;
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for (i=0; i<num_ord; i++)
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{
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actor->spr.Angles.Yaw += DAngle180 * (i & 1);
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InitSpriteChemBomb(actor);
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}
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break;
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case 2:
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if (actor->spr.lotag) num_ord = actor->spr.lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->spr.Angles.Yaw = RandomAngle();
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InitCaltrops(actor);
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}
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break;
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case 3:
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UpdateSinglePlayKills(actor);
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InitFlashBomb(actor);
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break;
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case 4:
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if (actor->spr.lotag) num_ord = actor->spr.lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->spr.Angles.Yaw += DAngle360 * i / num_ord;
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InitSpriteGrenade(actor);
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}
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break;
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default:
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SpawnMineExp(actor);
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for (i=0; i<3; i++)
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{
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actor->spr.Angles.Yaw = RandomAngle();
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InitPhosphorus(actor);
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}
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break;
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}
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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actor->user.__legacyState.RotNum = 0;
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actor->user.Tics = 0;
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actor->user.ID = SKULL_R0;
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actor->user.Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusSkull;
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actor->user.OverlapZ = 64;
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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actor->spr.shade = -40;
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SpawnLittleExp(actor);
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SetSuicide(actor);
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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 DoSkullJump(DSWActor* actor)
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{
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if(actor->vel.X != 0)
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DoSkullMove(actor);
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else
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actor->spr.Angles.Yaw += DAngle22_5 * 0.5 * ACTORMOVETICS;
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if (actor->user.Flags & (SPR_JUMPING))
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{
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DoJump(actor);
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}
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else if (actor->user.Flags & (SPR_FALLING))
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{
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DoFall(actor);
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// jump/fall type
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if(actor->vel.X != 0)
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{
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double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
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if (dist < 62.5 &&
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SpriteOverlapZ(actor, actor->user.targetActor, 32))
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{
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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return 0;
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}
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if (actor->spr.pos.Z > actor->user.loz - 36)
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{
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actor->spr.pos.Z = actor->user.loz - 36;
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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return 0;
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}
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}
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// non jumping type
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else
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{
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if (actor->user.jump_speed > 200)
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{
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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}
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}
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}
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else
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{
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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}
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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 DoSkullBob(DSWActor* actor)
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{
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// actor does a sine wave about actor->user.sz - this is the z mid point
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const int SKULL_BOB_AMT = 16;
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = actor->user.pos.Z + SKULL_BOB_AMT * 1.5 * BobVal(actor->user.Counter);
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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 DoSkullSpawnShrap(DSWActor* actor)
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{
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SpawnShrap(actor, nullptr);
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//PlaySpriteSound(actor,attr_extra1,v3df_none);
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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 DoSkullWait(DSWActor* actor)
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{
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double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
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DoActorPickClosePlayer(actor);
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//if (dist < actor->user.active_range)
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// return(0);
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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{
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PlaySound(DIGI_AHSCREAM, actor, v3df_none);
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actor->user.WaitTics = SEC(3) + RandomRange(360);
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}
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// below the floor type
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if (actor->spr.pos.Z > actor->user.loz)
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{
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// look for closest player every once in a while
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if (dist < 218.75)
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{
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actor->vel.X = 0;
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actor->user.jump_speed = -600;
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NewStateGroup(actor, sg_SkullJump);
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DoBeginJump(actor);
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}
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}
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else
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// above the floor type
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{
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actor->spr.Angles.Yaw += DAngle22_5 * 0.375 * ACTORMOVETICS;
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DoSkullBob(actor);
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if (dist < 500)
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{
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actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle();
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actor->vel.X = 8 + RandomRangeF(16);
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actor->user.jump_speed = -700;
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NewStateGroup(actor, sg_SkullJump);
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DoBeginJump(actor);
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}
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}
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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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// BETTY Wait
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|
//
|
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//////////////////////
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|
|
|
|
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#define BETTY_RATE 10
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|
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STATE s_BettyWait[5][3] =
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{
|
|
{
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{BETTY_R0 + 0, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[0][1]},
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{BETTY_R0 + 1, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[0][2]},
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{BETTY_R0 + 2, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[0][0]},
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},
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{
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{BETTY_R1 + 0, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[1][1]},
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{BETTY_R1 + 1, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[1][2]},
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{BETTY_R1 + 2, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[1][0]},
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|
},
|
|
{
|
|
{BETTY_R2 + 0, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[2][1]},
|
|
{BETTY_R2 + 1, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[2][2]},
|
|
{BETTY_R2 + 2, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[2][0]},
|
|
},
|
|
{
|
|
{BETTY_R3 + 0, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[3][1]},
|
|
{BETTY_R3 + 1, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[3][2]},
|
|
{BETTY_R3 + 2, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[3][0]},
|
|
},
|
|
{
|
|
{BETTY_R4 + 0, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[4][1]},
|
|
{BETTY_R4 + 1, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[4][2]},
|
|
{BETTY_R4 + 2, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_BettyWait[] =
|
|
{
|
|
&s_BettyWait[0][0],
|
|
&s_BettyWait[1][0],
|
|
&s_BettyWait[2][0],
|
|
&s_BettyWait[3][0],
|
|
&s_BettyWait[4][0]
|
|
};
|
|
|
|
ATTRIBUTE BettyAttrib =
|
|
{
|
|
{60, 80, 100, 130}, // Speeds
|
|
{3, 0, -2, -3}, // Tic Adjusts
|
|
3, // MaxWeapons;
|
|
{0, 0, 0, 0, 0, 0,0,0,0,0}
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// BETTY Jump
|
|
//
|
|
//////////////////////
|
|
|
|
STATE s_BettyJump[5][1] =
|
|
{
|
|
{
|
|
{BETTY_R0 + 0, BETTY_RATE, &AF(DoBettyJump), &s_BettyJump[0][0]},
|
|
},
|
|
{
|
|
{BETTY_R1 + 0, BETTY_RATE, &AF(DoBettyJump), &s_BettyJump[1][0]},
|
|
},
|
|
{
|
|
{BETTY_R2 + 0, BETTY_RATE, &AF(DoBettyJump), &s_BettyJump[2][0]},
|
|
},
|
|
{
|
|
{BETTY_R3 + 0, BETTY_RATE, &AF(DoBettyJump), &s_BettyJump[3][0]},
|
|
},
|
|
{
|
|
{BETTY_R4 + 0, BETTY_RATE, &AF(DoBettyJump), &s_BettyJump[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_BettyJump[] =
|
|
{
|
|
&s_BettyJump[0][0],
|
|
&s_BettyJump[1][0],
|
|
&s_BettyJump[2][0],
|
|
&s_BettyJump[3][0],
|
|
&s_BettyJump[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// BETTY Explode
|
|
//
|
|
//////////////////////
|
|
|
|
#define BETTY_EXPLODE_RATE 11
|
|
#define BETTY_EXPLODE BETTY_R0
|
|
|
|
STATE s_BettyExplode[] =
|
|
{
|
|
{BETTY_EXPLODE + 0, SF_QUICK_CALL, &AF(DoDamageTest), &s_BettyExplode[1]},
|
|
{BETTY_EXPLODE + 0, BETTY_EXPLODE_RATE, &AF(DoSuicide), &s_BettyExplode[0]}
|
|
};
|
|
|
|
STATE* sg_BettyExplode[] =
|
|
{
|
|
s_BettyExplode,
|
|
};
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int SetupBetty(DSWActor* actor)
|
|
{
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
|
{
|
|
SpawnUser(actor,BETTY_R0,s_BettyWait[0]);
|
|
actor->user.Health = HEALTH_SKULL;
|
|
}
|
|
|
|
ChangeState(actor, s_BettyWait[0]);
|
|
actor->user.__legacyState.Attrib = &BettyAttrib;
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
actor->user.__legacyState.StateEnd = s_BettyExplode;
|
|
actor->user.__legacyState.Rot = sg_BettyWait;
|
|
|
|
actor->user.ID = BETTY_R0;
|
|
|
|
EnemyDefaults(actor, nullptr, nullptr);
|
|
actor->clipdist = 12;
|
|
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
|
|
actor->user.Radius = 400;
|
|
|
|
if (ActorZOfBottom(actor) > actor->user.loz - 16)
|
|
{
|
|
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
|
|
actor->spr.pos.Z = actor->user.loz + tex->GetDisplayTopOffset();
|
|
|
|
actor->user.loz = actor->spr.pos.Z;
|
|
// leave 8 pixels above the ground
|
|
actor->spr.pos.Z += ActorSizeToTop(actor) - 3;
|
|
}
|
|
else
|
|
{
|
|
actor->user.Counter = RANDOM_P2(2048);
|
|
actor->user.pos.Z = actor->spr.pos.Z;
|
|
}
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DSWBetty, Initialize)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DSWActor);
|
|
SetupBetty(self);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoBettyMove(DSWActor* actor)
|
|
{
|
|
return DoSkullMove(actor);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoBettyBeginDeath(DSWActor* actor)
|
|
{
|
|
int16_t i,num_ord=0;
|
|
|
|
// starts the explosion that does the actual damage
|
|
|
|
switch (actor->spr.hitag)
|
|
{
|
|
case 1:
|
|
if (actor->spr.lotag) num_ord = actor->spr.lotag;
|
|
else
|
|
num_ord = 2;
|
|
if (num_ord > 3) num_ord = 3;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
actor->spr.Angles.Yaw += DAngle180 * (i & 1);
|
|
InitSpriteChemBomb(actor);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (actor->spr.lotag) num_ord = actor->spr.lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
actor->spr.Angles.Yaw = RandomAngle();
|
|
InitCaltrops(actor);
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
InitFlashBomb(actor);
|
|
break;
|
|
|
|
case 4:
|
|
if (actor->spr.lotag) num_ord = actor->spr.lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
actor->spr.Angles.Yaw += DAngle360 * i / num_ord;
|
|
InitSpriteGrenade(actor);
|
|
}
|
|
break;
|
|
default:
|
|
for (i=0; i<5; i++)
|
|
{
|
|
actor->spr.Angles.Yaw = RandomAngle();
|
|
InitPhosphorus(actor);
|
|
SpawnMineExp(actor);
|
|
}
|
|
break;
|
|
}
|
|
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
actor->user.__legacyState.RotNum = 0;
|
|
actor->user.Tics = 0;
|
|
actor->user.ID = BETTY_R0;
|
|
actor->user.Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusBetty;
|
|
actor->user.OverlapZ = 64;
|
|
change_actor_stat(actor, STAT_DEAD_ACTOR);
|
|
actor->spr.shade = -40;
|
|
|
|
SpawnLittleExp(actor);
|
|
SetSuicide(actor);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoBettyJump(DSWActor* actor)
|
|
{
|
|
if(actor->vel.X != 0)
|
|
DoBettyMove(actor);
|
|
else
|
|
actor->spr.Angles.Yaw += DAngle22_5 * 0.5 * ACTORMOVETICS;
|
|
|
|
if (actor->user.Flags & (SPR_JUMPING))
|
|
{
|
|
DoJump(actor);
|
|
}
|
|
else if (actor->user.Flags & (SPR_FALLING))
|
|
{
|
|
DoFall(actor);
|
|
|
|
// jump/fall type
|
|
if(actor->vel.X != 0)
|
|
{
|
|
double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
|
|
|
|
if (dist < 62.5 &&
|
|
SpriteOverlapZ(actor, actor->user.targetActor, 32))
|
|
{
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
return 0;
|
|
}
|
|
|
|
if (actor->spr.pos.Z > actor->user.loz - 36)
|
|
{
|
|
actor->spr.pos.Z = actor->user.loz - 36;
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
return 0;
|
|
}
|
|
}
|
|
// non jumping type
|
|
else
|
|
{
|
|
if (actor->user.jump_speed > 200)
|
|
{
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoBettyBob(DSWActor* actor)
|
|
{
|
|
// actor does a sine wave about actor->user.sz - this is the z mid point
|
|
const int BETTY_BOB_AMT = 16;
|
|
|
|
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
|
|
actor->spr.pos.Z = actor->user.pos.Z + BETTY_BOB_AMT * 1.5 * BobVal(actor->user.Counter);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoBettySpawnShrap(DSWActor* actor)
|
|
{
|
|
SpawnShrap(actor, nullptr);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoBettyWait(DSWActor* actor)
|
|
{
|
|
double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
|
|
|
|
DoActorPickClosePlayer(actor);
|
|
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_none);
|
|
actor->user.WaitTics = SEC(3);
|
|
}
|
|
|
|
// below the floor type
|
|
if (actor->spr.pos.Z > actor->user.loz)
|
|
{
|
|
// look for closest player every once in a while
|
|
if (dist < 218.75)
|
|
{
|
|
actor->vel.X = 0;
|
|
actor->user.jump_speed = -600;
|
|
NewStateGroup(actor, sg_BettyJump);
|
|
DoBeginJump(actor);
|
|
}
|
|
}
|
|
else
|
|
// above the floor type
|
|
{
|
|
actor->spr.Angles.Yaw += DAngle22_5 * 0.375 * ACTORMOVETICS;
|
|
|
|
DoBettyBob(actor);
|
|
|
|
if (dist < 8000)
|
|
{
|
|
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle();
|
|
actor->vel.X = 8 + RandomRangeF(16);
|
|
actor->user.jump_speed = -700;
|
|
NewStateGroup(actor, sg_BettyJump);
|
|
DoBeginJump(actor);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_data saveable_skull_data[] =
|
|
{
|
|
SAVE_DATA(s_SkullWait),
|
|
SAVE_DATA(sg_SkullWait),
|
|
|
|
SAVE_DATA(SkullAttrib),
|
|
|
|
SAVE_DATA(s_SkullRing),
|
|
SAVE_DATA(sg_SkullRing),
|
|
SAVE_DATA(s_SkullJump),
|
|
SAVE_DATA(sg_SkullJump),
|
|
SAVE_DATA(s_SkullExplode),
|
|
SAVE_DATA(sg_SkullExplode),
|
|
SAVE_DATA(s_BettyWait),
|
|
SAVE_DATA(sg_BettyWait),
|
|
|
|
SAVE_DATA(BettyAttrib),
|
|
|
|
SAVE_DATA(s_BettyJump),
|
|
SAVE_DATA(sg_BettyJump),
|
|
SAVE_DATA(s_BettyExplode),
|
|
SAVE_DATA(sg_BettyExplode),
|
|
};
|
|
|
|
saveable_module saveable_skull =
|
|
{
|
|
// code
|
|
nullptr, 0,
|
|
|
|
// data
|
|
saveable_skull_data,
|
|
SIZ(saveable_skull_data)
|
|
};
|
|
END_SW_NS
|