raze/source/games/sw/src/zilla.cpp
2023-12-05 22:39:27 +01:00

779 lines
30 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "misc.h"
#include "gamecontrol.h"
#include "mapinfo.h"
BEGIN_SW_NS
DECISION ZillaBattle[] =
{
{100, &AF(InitActorRunAway ) },
{690, &AF(InitActorMoveCloser) },
{692, &AF(InitActorSetDecide) },
{1024, &AF(InitActorAttack ) }
};
DECISION ZillaOffense[] =
{
{100, &AF(InitActorRunAway ) },
{690, &AF(InitActorMoveCloser) },
{692, &AF(InitActorSetDecide) },
{1024, &AF(InitActorAttack ) }
};
DECISIONB ZillaBroadcast[] =
{
{2, attr_alert },
{4, attr_ambient },
{1024, 0 }
};
DECISION ZillaSurprised[] =
{
{700, &AF(InitActorMoveCloser) },
{703, &AF(InitActorSetDecide) },
{1024, &AF(InitActorDecide ) }
};
DECISION ZillaEvasive[] =
{
{1024, &AF(InitActorWanderAround) }
};
DECISION ZillaLostTarget[] =
{
{900, &AF(InitActorFindPlayer ) },
{1024, &AF(InitActorWanderAround) }
};
DECISION ZillaCloseRange[] =
{
{1024, &AF(InitActorAttack) }
};
PERSONALITY ZillaPersonality =
{
ZillaBattle,
ZillaOffense,
ZillaBroadcast,
ZillaSurprised,
ZillaEvasive,
ZillaLostTarget,
ZillaCloseRange,
ZillaCloseRange
};
ATTRIBUTE ZillaAttrib =
{
{100, 100, 100, 100}, // Speeds
{3, 0, 0, 0}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_Z17010, DIGI_Z17010, DIGI_Z17025,
DIGI_Z17052, DIGI_Z17025, 0,0,0,0,0
}
};
//////////////////////
//
// ZILLA RUN
//
//////////////////////
#define ZILLA_RATE 48
STATE s_ZillaRun[5][6] =
{
{
{ZILLA_RUN_R0 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][1]},
{ZILLA_RUN_R0 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[0][2]},
{ZILLA_RUN_R0 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][3]},
{ZILLA_RUN_R0 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][4]},
{ZILLA_RUN_R0 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[0][5]},
{ZILLA_RUN_R0 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][0]}
},
{
{ZILLA_RUN_R1 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][1]},
{ZILLA_RUN_R1 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[1][2]},
{ZILLA_RUN_R1 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][3]},
{ZILLA_RUN_R1 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][4]},
{ZILLA_RUN_R1 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[1][5]},
{ZILLA_RUN_R1 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][0]}
},
{
{ZILLA_RUN_R2 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][1]},
{ZILLA_RUN_R2 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[2][2]},
{ZILLA_RUN_R2 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][3]},
{ZILLA_RUN_R2 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][4]},
{ZILLA_RUN_R2 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[2][5]},
{ZILLA_RUN_R2 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][0]}
},
{
{ZILLA_RUN_R3 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][1]},
{ZILLA_RUN_R3 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[3][2]},
{ZILLA_RUN_R3 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][3]},
{ZILLA_RUN_R3 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][4]},
{ZILLA_RUN_R3 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[3][5]},
{ZILLA_RUN_R3 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][0]}
},
{
{ZILLA_RUN_R4 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][1]},
{ZILLA_RUN_R4 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[4][2]},
{ZILLA_RUN_R4 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][3]},
{ZILLA_RUN_R4 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][4]},
{ZILLA_RUN_R4 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[4][5]},
{ZILLA_RUN_R4 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][0]}
}
};
STATE* sg_ZillaRun[] =
{
&s_ZillaRun[0][0],
&s_ZillaRun[1][0],
&s_ZillaRun[2][0],
&s_ZillaRun[3][0],
&s_ZillaRun[4][0]
};
//////////////////////
//
// ZILLA STAND
//
//////////////////////
STATE s_ZillaStand[5][1] =
{
{
{ZILLA_RUN_R0 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[0][0]}
},
{
{ZILLA_RUN_R1 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[1][0]}
},
{
{ZILLA_RUN_R2 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[2][0]}
},
{
{ZILLA_RUN_R3 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[3][0]}
},
{
{ZILLA_RUN_R4 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[4][0]}
}
};
STATE* sg_ZillaStand[] =
{
&s_ZillaStand[0][0],
&s_ZillaStand[1][0],
&s_ZillaStand[2][0],
&s_ZillaStand[3][0],
&s_ZillaStand[4][0]
};
//////////////////////
//
// ZILLA PAIN
//
//////////////////////
#define ZILLA_PAIN_RATE 30
STATE s_ZillaPain[5][2] =
{
{
{ZILLA_PAIN_R0 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[0][1]},
{ZILLA_PAIN_R0 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[0][0]}
},
{
{ZILLA_PAIN_R1 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[1][1]},
{ZILLA_PAIN_R1 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[1][0]}
},
{
{ZILLA_PAIN_R2 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[2][1]},
{ZILLA_PAIN_R2 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[2][0]}
},
{
{ZILLA_PAIN_R3 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[3][1]},
{ZILLA_PAIN_R3 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[3][0]}
},
{
{ZILLA_PAIN_R4 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[4][1]},
{ZILLA_PAIN_R4 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[4][0]}
}
};
STATE* sg_ZillaPain[] =
{
&s_ZillaPain[0][0],
&s_ZillaPain[1][0],
&s_ZillaPain[2][0],
&s_ZillaPain[3][0],
&s_ZillaPain[4][0]
};
//////////////////////
//
// ZILLA RAIL
//
//////////////////////
#define ZILLA_RAIL_RATE 12
STATE s_ZillaRail[5][14] =
{
{
{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][1]},
{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][2]},
{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][3]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[0][4]},
{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][5]},
{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][6]},
{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][7]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[0][8]},
{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][9]},
{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][10]},
{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][11]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[0][12]},
{ZILLA_RAIL_R0 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][13]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[0][0]}
},
{
{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][1]},
{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][2]},
{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][3]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[1][4]},
{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][5]},
{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][6]},
{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][7]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[1][8]},
{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][9]},
{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][10]},
{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][11]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[1][12]},
{ZILLA_RAIL_R1 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][13]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[1][0]}
},
{
{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][1]},
{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][2]},
{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][3]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[2][4]},
{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][5]},
{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][6]},
{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][7]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[2][8]},
{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][9]},
{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][10]},
{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][11]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[2][12]},
{ZILLA_RAIL_R2 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][13]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[2][0]}
},
{
{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][1]},
{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][2]},
{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][3]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[3][4]},
{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][5]},
{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][6]},
{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][7]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[3][8]},
{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][9]},
{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][10]},
{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][11]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[3][12]},
{ZILLA_RAIL_R3 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][13]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[3][0]}
},
{
{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][1]},
{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][2]},
{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][3]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[4][4]},
{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][5]},
{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][6]},
{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][7]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[4][8]},
{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][9]},
{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][10]},
{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][11]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[4][12]},
{ZILLA_RAIL_R4 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][13]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[4][0]}
}
};
STATE* sg_ZillaRail[] =
{
&s_ZillaRail[0][0],
&s_ZillaRail[1][0],
&s_ZillaRail[2][0],
&s_ZillaRail[3][0],
&s_ZillaRail[4][0]
};
//////////////////////
//
// ZILLA ROCKET
//
//////////////////////
#define ZILLA_ROCKET_RATE 12
STATE s_ZillaRocket[5][7] =
{
{
{ZILLA_ROCKET_R0 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[0][1]},
{ZILLA_ROCKET_R0 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[0][2]},
{ZILLA_ROCKET_R0 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[0][3]},
{ZILLA_ROCKET_R0 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[0][4]},
{ZILLA_ROCKET_R0 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[0][5]},
{ZILLA_ROCKET_R0 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[0][6]},
{ZILLA_ROCKET_R0 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[0][5]}
},
{
{ZILLA_ROCKET_R1 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[1][1]},
{ZILLA_ROCKET_R1 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[1][2]},
{ZILLA_ROCKET_R1 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[1][3]},
{ZILLA_ROCKET_R1 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[1][4]},
{ZILLA_ROCKET_R1 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[1][5]},
{ZILLA_ROCKET_R1 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[1][6]},
{ZILLA_ROCKET_R1 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[1][5]}
},
{
{ZILLA_ROCKET_R2 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[2][1]},
{ZILLA_ROCKET_R2 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[2][2]},
{ZILLA_ROCKET_R2 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[2][3]},
{ZILLA_ROCKET_R2 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[2][4]},
{ZILLA_ROCKET_R2 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[2][5]},
{ZILLA_ROCKET_R2 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[2][6]},
{ZILLA_ROCKET_R2 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[2][5]}
},
{
{ZILLA_ROCKET_R3 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[3][1]},
{ZILLA_ROCKET_R3 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[3][2]},
{ZILLA_ROCKET_R3 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[3][3]},
{ZILLA_ROCKET_R3 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[3][4]},
{ZILLA_ROCKET_R3 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[3][5]},
{ZILLA_ROCKET_R3 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[3][6]},
{ZILLA_ROCKET_R3 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[3][5]}
},
{
{ZILLA_ROCKET_R4 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[4][1]},
{ZILLA_ROCKET_R4 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[4][2]},
{ZILLA_ROCKET_R4 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[4][3]},
{ZILLA_ROCKET_R4 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[4][4]},
{ZILLA_ROCKET_R4 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[4][5]},
{ZILLA_ROCKET_R4 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[4][6]},
{ZILLA_ROCKET_R4 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[4][5]}
}
};
STATE* sg_ZillaRocket[] =
{
&s_ZillaRocket[0][0],
&s_ZillaRocket[1][0],
&s_ZillaRocket[2][0],
&s_ZillaRocket[3][0],
&s_ZillaRocket[4][0]
};
//////////////////////
//
// ZILLA UZI
//
//////////////////////
#define ZILLA_UZI_RATE 8
STATE s_ZillaUzi[5][17] =
{
{
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][1]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][2]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][3]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][4]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][5]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][6]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][7]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][8]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][9]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][10]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][11]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][12]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][13]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][14]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][15]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][16]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[0][16]},
},
{
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][1]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][2]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][3]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][4]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][5]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][6]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][7]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][8]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][9]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][10]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][11]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][12]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][13]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][14]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][15]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][16]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[1][16]},
},
{
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][1]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][2]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][3]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][4]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][5]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][6]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][7]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][8]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][9]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][10]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][11]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][12]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][13]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][14]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][15]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][16]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[2][16]},
},
{
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][1]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][2]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][3]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][4]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][5]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][6]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][7]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][8]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][9]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][10]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][11]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][12]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][13]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][14]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][15]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][16]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[3][16]},
},
{
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][1]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][2]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][3]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][4]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][5]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][6]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][7]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][8]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][9]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][10]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][11]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][12]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][13]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][14]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][15]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][16]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[4][16]},
},
};
STATE* sg_ZillaUzi[] =
{
s_ZillaUzi[0],
s_ZillaUzi[1],
s_ZillaUzi[2],
s_ZillaUzi[3],
s_ZillaUzi[4]
};
//////////////////////
//
// ZILLA DIE
//
//////////////////////
#define ZILLA_DIE_RATE 30
STATE s_ZillaDie[] =
{
{ZILLA_DIE + 0, ZILLA_DIE_RATE*15, &AF(DoZillaDeathMelt), &s_ZillaDie[1]},
{ZILLA_DIE + 1, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[2]},
{ZILLA_DIE + 2, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[3]},
{ZILLA_DIE + 3, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[4]},
{ZILLA_DIE + 4, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[5]},
{ZILLA_DIE + 5, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[6]},
{ZILLA_DIE + 6, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[7]},
{ZILLA_DIE + 7, ZILLA_DIE_RATE*3, &AF(NullZilla), &s_ZillaDie[8]},
{ZILLA_DEAD, ZILLA_DIE_RATE, &AF(DoActorDebris), &s_ZillaDie[8]}
};
STATE* sg_ZillaDie[] =
{
s_ZillaDie
};
STATE s_ZillaDead[] =
{
{ZILLA_DEAD, ZILLA_DIE_RATE, &AF(DoActorDebris), &s_ZillaDead[0]},
};
STATE* sg_ZillaDead[] =
{
s_ZillaDead
};
ACTOR_ACTION_SET ZillaActionSet =
{
sg_ZillaStand,
sg_ZillaRun,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr, //climb
sg_ZillaPain, //pain
sg_ZillaDie,
nullptr,
sg_ZillaDead,
nullptr,
nullptr,
{sg_ZillaUzi,sg_ZillaRail},
{950,1024},
{sg_ZillaUzi,sg_ZillaRocket,sg_ZillaRail},
{400,950,1024},
{nullptr},
nullptr,
nullptr
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SetupZilla(DSWActor* actor)
{
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{
SpawnUser(actor, ZILLA_RUN_R0, s_ZillaRun[0]);
actor->user.Health = 6000;
}
if (Skill == 0) actor->user.Health = 2000;
if (Skill == 1) actor->user.Health = 4000;
ChangeState(actor,s_ZillaRun[0]);
actor->user.__legacyState.Attrib = &ZillaAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
actor->user.__legacyState.StateEnd = s_ZillaDie;
actor->user.__legacyState.Rot = sg_ZillaRun;
EnemyDefaults(actor, &ZillaActionSet, &ZillaPersonality);
actor->clipdist = 32;
actor->spr.scale = DVector2(1.515625, 1.23475);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NullZilla(DSWActor* actor)
{
calcSlope(actor->sector(), actor->spr.pos, &actor->user.hiz, &actor->user.loz);
actor->user.lo_sectp = actor->sector();
actor->user.hi_sectp = actor->sector();
actor->user.lowActor = nullptr;
actor->user.highActor = nullptr;
actor->spr.pos.Z = actor->user.loz;
DoActorSectorDamage(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoZillaMove(DSWActor* actor)
{
short choose;
// Random Zilla taunts
if (!SoundValidAndActive(actor, CHAN_AnimeMad))
{
choose = StdRandomRange(1000);
if (choose > 990)
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
else if (choose > 985)
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
else if (choose > 980)
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
else if (choose > 975)
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
}
if (actor->user.track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
actor->callAction();
KeepActorOnFloor(actor);
if (DoActorSectorDamage(actor))
{
return 0;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoZillaStomp(DSWActor* actor)
{
PlaySound(DIGI_ZILLASTOMP, actor, v3df_follow);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoZillaDeathMelt(DSWActor* actor)
{
if (RandomRange(1000) > 800)
SpawnGrenadeExp(actor);
actor->user.ID = ZILLA_RUN_R0;
actor->user.Flags &= ~(SPR_JUMPING|SPR_FALLING|SPR_MOVED);
//DoMatchEverything(nullptr, actor->spr.lotag, ON);
if (!SW_SHAREWARE)
{
// Resume the regular music - in a hack-free fashion.
PlaySong(currentLevel->music.GetChars(), currentLevel->cdSongId);
}
//KeepActorOnFloor(actor);
calcSlope(actor->sector(), actor->spr.pos, &actor->user.hiz, &actor->user.loz);
actor->user.lo_sectp = actor->sector();
actor->user.hi_sectp = actor->sector();
actor->user.lowActor = nullptr;
actor->user.highActor = nullptr;
actor->spr.pos.Z = actor->user.loz;
BossSpriteNum[2] = nullptr;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_data saveable_zilla_data[] =
{
SAVE_DATA(ZillaPersonality),
SAVE_DATA(ZillaAttrib),
SAVE_DATA(s_ZillaRun),
SAVE_DATA(sg_ZillaRun),
SAVE_DATA(s_ZillaStand),
SAVE_DATA(sg_ZillaStand),
SAVE_DATA(s_ZillaPain),
SAVE_DATA(sg_ZillaPain),
SAVE_DATA(s_ZillaRail),
SAVE_DATA(sg_ZillaRail),
SAVE_DATA(s_ZillaRocket),
SAVE_DATA(sg_ZillaRocket),
SAVE_DATA(s_ZillaUzi),
SAVE_DATA(sg_ZillaUzi),
SAVE_DATA(s_ZillaDie),
SAVE_DATA(sg_ZillaDie),
SAVE_DATA(s_ZillaDead),
SAVE_DATA(sg_ZillaDead),
SAVE_DATA(ZillaActionSet),
};
saveable_module saveable_zilla =
{
// code
nullptr, 0,
// data
saveable_zilla_data,
SIZ(saveable_zilla_data)
};
END_SW_NS