raze/source/games/sw/src/skull.cpp
2023-06-01 22:07:47 +02:00

943 lines
23 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "misc.h"
#include "tags.h"
#include "ai.h"
#include "weapon.h"
BEGIN_SW_NS
int InitSpriteGrenade(DSWActor* actor);
int InitSpriteChemBomb(DSWActor*);
int InitFlashBomb(DSWActor* actor);
int InitCaltrops(DSWActor* actor);
//////////////////////
//
// SKULL Wait
//
//////////////////////
extern DAMAGE_DATA DamageData[];
#define SKULL_RATE 10
STATE s_SkullWait[5][1] =
{
{
{SKULL_R0 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[0][0]},
},
{
{SKULL_R1 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[1][0]},
},
{
{SKULL_R2 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[2][0]},
},
{
{SKULL_R3 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[3][0]},
},
{
{SKULL_R4 + 0, SKULL_RATE, &AF(DoSkullWait), &s_SkullWait[4][0]},
}
};
STATE* sg_SkullWait[] =
{
&s_SkullWait[0][0],
&s_SkullWait[1][0],
&s_SkullWait[2][0],
&s_SkullWait[3][0],
&s_SkullWait[4][0]
};
ATTRIBUTE SkullAttrib =
{
{60, 80, 100, 130}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_AHAMBIENT, 0, 0, 0, DIGI_AHSCREAM,
DIGI_AHEXPLODE,0,0,0,0
}
};
//////////////////////
//
// SKULL for Serp God
//
//////////////////////
STATE s_SkullRing[5][1] =
{
{
{SKULL_R0 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[0][0]},
},
{
{SKULL_R1 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[1][0]},
},
{
{SKULL_R2 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[2][0]},
},
{
{SKULL_R3 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[3][0]},
},
{
{SKULL_R4 + 0, SKULL_RATE, &AF(DoSerpRing), &s_SkullRing[4][0]},
}
};
STATE* sg_SkullRing[] =
{
&s_SkullRing[0][0],
&s_SkullRing[1][0],
&s_SkullRing[2][0],
&s_SkullRing[3][0],
&s_SkullRing[4][0]
};
//////////////////////
//
// SKULL Jump
//
//////////////////////
STATE s_SkullJump[5][1] =
{
{
{SKULL_R0 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[0][0]},
},
{
{SKULL_R1 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[1][0]},
},
{
{SKULL_R2 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[2][0]},
},
{
{SKULL_R3 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[3][0]},
},
{
{SKULL_R4 + 0, SKULL_RATE, &AF(DoSkullJump), &s_SkullJump[4][0]},
}
};
STATE* sg_SkullJump[] =
{
&s_SkullJump[0][0],
&s_SkullJump[1][0],
&s_SkullJump[2][0],
&s_SkullJump[3][0],
&s_SkullJump[4][0]
};
//////////////////////
//
// SKULL Explode
//
//////////////////////
#define SKULL_EXPLODE_RATE 11
STATE s_SkullExplode[] =
{
{SKULL_EXPLODE + 0, 1, nullptr, &s_SkullExplode[1]},
{SKULL_EXPLODE + 0, SF_QUICK_CALL, &AF(DoDamageTest), &s_SkullExplode[2]},
{SKULL_EXPLODE + 0, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[3]},
{SKULL_EXPLODE + 1, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[4]},
{SKULL_EXPLODE + 2, SF_QUICK_CALL, &AF(DoSkullSpawnShrap), &s_SkullExplode[5]},
{SKULL_EXPLODE + 2, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[6]},
{SKULL_EXPLODE + 3, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[7]},
{SKULL_EXPLODE + 4, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[8]},
{SKULL_EXPLODE + 5, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[9]},
{SKULL_EXPLODE + 6, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[10]},
{SKULL_EXPLODE + 7, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[11]},
{SKULL_EXPLODE + 8, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[12]},
{SKULL_EXPLODE + 9, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[13]},
{SKULL_EXPLODE +10, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[14]},
{SKULL_EXPLODE +11, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[15]},
{SKULL_EXPLODE +12, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[16]},
{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, nullptr, &s_SkullExplode[17]},
{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, &AF(DoSuicide), &s_SkullExplode[17]}
};
STATE* sg_SkullExplode[] =
{
s_SkullExplode,
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SetupSkull(DSWActor* actor)
{
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{
SpawnUser(actor,SKULL_R0,s_SkullWait[0]);
actor->user.Health = HEALTH_SKULL;
}
ChangeState(actor, s_SkullWait[0]);
actor->user.__legacyState.Attrib = &SkullAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
actor->user.__legacyState.StateEnd = s_SkullExplode;
actor->user.__legacyState.Rot = sg_SkullWait;
actor->user.ID = SKULL_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(DSWSkull, Initialize)
{
PARAM_SELF_PROLOGUE(DSWActor);
SetupSkull(self);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSkullMove(DSWActor* actor)
{
auto vect = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
double daz = actor->vel.Z;
actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSkullBeginDeath(DSWActor* actor)
{
int16_t i,num_ord=0;
// Decrease for Serp God
auto own = GetOwner(actor);
if (own != nullptr && own->hasU())
own->user.Counter--;
// 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:
UpdateSinglePlayKills(actor);
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:
SpawnMineExp(actor);
for (i=0; i<3; i++)
{
actor->spr.Angles.Yaw = RandomAngle();
InitPhosphorus(actor);
}
break;
}
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.__legacyState.RotNum = 0;
actor->user.Tics = 0;
actor->user.ID = SKULL_R0;
actor->user.Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusSkull;
actor->user.OverlapZ = 64;
change_actor_stat(actor, STAT_DEAD_ACTOR);
actor->spr.shade = -40;
SpawnLittleExp(actor);
SetSuicide(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSkullJump(DSWActor* actor)
{
if(actor->vel.X != 0)
DoSkullMove(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);
DoSkullBeginDeath(actor);
return 0;
}
if (actor->spr.pos.Z > actor->user.loz - 36)
{
actor->spr.pos.Z = actor->user.loz - 36;
UpdateSinglePlayKills(actor);
DoSkullBeginDeath(actor);
return 0;
}
}
// non jumping type
else
{
if (actor->user.jump_speed > 200)
{
UpdateSinglePlayKills(actor);
DoSkullBeginDeath(actor);
}
}
}
else
{
UpdateSinglePlayKills(actor);
DoSkullBeginDeath(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSkullBob(DSWActor* actor)
{
// actor does a sine wave about actor->user.sz - this is the z mid point
const int SKULL_BOB_AMT = 16;
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = actor->user.pos.Z + SKULL_BOB_AMT * 1.5 * BobVal(actor->user.Counter);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSkullSpawnShrap(DSWActor* actor)
{
SpawnShrap(actor, nullptr);
//PlaySpriteSound(actor,attr_extra1,v3df_none);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSkullWait(DSWActor* actor)
{
double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
DoActorPickClosePlayer(actor);
//if (dist < actor->user.active_range)
// return(0);
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
{
PlaySound(DIGI_AHSCREAM, actor, v3df_none);
actor->user.WaitTics = SEC(3) + RandomRange(360);
}
// 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_SkullJump);
DoBeginJump(actor);
}
}
else
// above the floor type
{
actor->spr.Angles.Yaw += DAngle22_5 * 0.375 * ACTORMOVETICS;
DoSkullBob(actor);
if (dist < 500)
{
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_SkullJump);
DoBeginJump(actor);
}
}
return 0;
}
//////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////
//
// BETTY Wait
//
//////////////////////
#define BETTY_RATE 10
STATE s_BettyWait[5][3] =
{
{
{BETTY_R0 + 0, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[0][1]},
{BETTY_R0 + 1, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[0][2]},
{BETTY_R0 + 2, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[0][0]},
},
{
{BETTY_R1 + 0, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[1][1]},
{BETTY_R1 + 1, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[1][2]},
{BETTY_R1 + 2, BETTY_RATE, &AF(DoBettyWait), &s_BettyWait[1][0]},
},
{
{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