raze/source/games/sw/src/coolg.cpp
2021-12-30 09:57:46 +01:00

961 lines
26 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 "game.h"
#include "tags.h"
#include "ai.h"
#include "sprite.h"
#include "weapon.h"
#include "misc.h"
BEGIN_SW_NS
ANIMATOR DoCoolgCircle,InitCoolgCircle;
enum { COOLG_BOB_AMT = (Z(8)) };
DECISION CoolgBattle[] =
{
{50, InitCoolgCircle },
{450, InitActorMoveCloser },
//{456, InitActorAmbientNoise },
//{760, InitActorRunAway },
{1024, InitActorAttack }
};
DECISION CoolgOffense[] =
{
{449, InitActorMoveCloser },
//{554, InitActorAmbientNoise },
{1024, InitActorAttack }
};
DECISION CoolgBroadcast[] =
{
//{1, InitActorAlertNoise },
{1, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION CoolgSurprised[] =
{
{100, InitCoolgCircle },
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION CoolgEvasive[] =
{
{20, InitCoolgCircle },
{1024, InitActorRunAway },
};
DECISION CoolgLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION CoolgCloseRange[] =
{
{800, InitActorAttack },
{1024, InitActorReposition }
};
DECISION CoolgTouchTarget[] =
{
//{50, InitCoolgCircle },
{1024, InitActorAttack },
};
PERSONALITY CoolgPersonality =
{
CoolgBattle,
CoolgOffense,
CoolgBroadcast,
CoolgSurprised,
CoolgEvasive,
CoolgLostTarget,
CoolgCloseRange,
CoolgTouchTarget
};
ATTRIBUTE CoolgAttrib =
{
{60, 80, 150, 190}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_CGAMBIENT, DIGI_CGALERT, 0,
DIGI_CGPAIN, DIGI_CGSCREAM, DIGI_CGMATERIALIZE,
DIGI_CGTHIGHBONE,DIGI_CGMAGIC,DIGI_CGMAGICHIT,0
}
};
//////////////////////
//
// COOLG RUN
//////////////////////
#define COOLG_RUN_RATE 40
ANIMATOR DoCoolgMove,DoStayOnFloor, DoActorDebris, NullCoolg, DoCoolgBirth;
STATE s_CoolgRun[5][4] =
{
{
{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][1]},
{COOLG_RUN_R0 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][2]},
{COOLG_RUN_R0 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][3]},
{COOLG_RUN_R0 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][0]},
},
{
{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][1]},
{COOLG_RUN_R1 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][2]},
{COOLG_RUN_R1 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][3]},
{COOLG_RUN_R1 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][0]},
},
{
{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][1]},
{COOLG_RUN_R2 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][2]},
{COOLG_RUN_R2 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][3]},
{COOLG_RUN_R2 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][0]},
},
{
{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][1]},
{COOLG_RUN_R3 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][2]},
{COOLG_RUN_R3 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][3]},
{COOLG_RUN_R3 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][0]},
},
{
{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][1]},
{COOLG_RUN_R4 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][2]},
{COOLG_RUN_R4 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][3]},
{COOLG_RUN_R4 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][0]},
}
};
STATEp sg_CoolgRun[] =
{
&s_CoolgRun[0][0],
&s_CoolgRun[1][0],
&s_CoolgRun[2][0],
&s_CoolgRun[3][0],
&s_CoolgRun[4][0]
};
//////////////////////
//
// COOLG STAND
//
//////////////////////
STATE s_CoolgStand[5][1] =
{
{
{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[0][0]},
},
{
{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[1][0]},
},
{
{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[2][0]},
},
{
{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[3][0]},
},
{
{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[4][0]},
}
};
STATEp sg_CoolgStand[] =
{
&s_CoolgStand[0][0],
&s_CoolgStand[1][0],
&s_CoolgStand[2][0],
&s_CoolgStand[3][0],
&s_CoolgStand[4][0]
};
//////////////////////
//
// COOLG CLUB
//
//////////////////////
#define COOLG_RATE 16
ANIMATOR InitCoolgBash;
STATE s_CoolgClub[5][6] =
{
{
{COOLG_CLUB_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][1]},
{COOLG_RUN_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][2]},
{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[0][3]},
{COOLG_CLUB_R0 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[0][4]},
{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[0][5]},
{COOLG_CLUB_R0 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[0][5]}
},
{
{COOLG_CLUB_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][1]},
{COOLG_RUN_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][2]},
{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[1][3]},
{COOLG_CLUB_R1 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[1][4]},
{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[1][5]},
{COOLG_CLUB_R1 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[1][5]}
},
{
{COOLG_CLUB_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][1]},
{COOLG_RUN_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][2]},
{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[2][3]},
{COOLG_CLUB_R2 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[2][4]},
{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[2][5]},
{COOLG_CLUB_R2 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[2][5]}
},
{
{COOLG_CLUB_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][1]},
{COOLG_RUN_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][2]},
{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[3][3]},
{COOLG_CLUB_R3 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[3][4]},
{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[3][5]},
{COOLG_CLUB_R3 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[3][5]}
},
{
{COOLG_CLUB_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][1]},
{COOLG_RUN_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][2]},
{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[4][3]},
{COOLG_CLUB_R4 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[4][4]},
{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[4][5]},
{COOLG_CLUB_R4 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[4][5]}
}
};
STATEp sg_CoolgClub[] =
{
&s_CoolgClub[0][0],
&s_CoolgClub[1][0],
&s_CoolgClub[2][0],
&s_CoolgClub[3][0],
&s_CoolgClub[4][0]
};
//////////////////////
//
// COOLG FIRE
//
//////////////////////
ANIMATOR InitCoolgFire;
#define COOLG_FIRE_RATE 12
STATE s_CoolgAttack[5][7] =
{
{
{COOLG_FIRE_R0 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][1]},
{COOLG_FIRE_R0 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][2]},
{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][3]},
{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[0][4]},
{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[0][5]},
{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[0][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[0][6]}
},
{
{COOLG_FIRE_R1 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][1]},
{COOLG_FIRE_R1 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][2]},
{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][3]},
{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[1][4]},
{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[1][5]},
{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[1][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[1][6]}
},
{
{COOLG_FIRE_R2 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][1]},
{COOLG_FIRE_R2 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][2]},
{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][3]},
{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[2][4]},
{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[2][5]},
{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[2][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[2][6]}
},
{
{COOLG_RUN_R3 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][1]},
{COOLG_RUN_R3 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][2]},
{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][3]},
{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[3][4]},
{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[3][5]},
{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[3][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[3][6]}
},
{
{COOLG_RUN_R4 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][1]},
{COOLG_RUN_R4 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][2]},
{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][3]},
{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[4][4]},
{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[4][5]},
{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[4][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[4][6]}
}
};
STATEp sg_CoolgAttack[] =
{
&s_CoolgAttack[0][0],
&s_CoolgAttack[1][0],
&s_CoolgAttack[2][0],
&s_CoolgAttack[3][0],
&s_CoolgAttack[4][0]
};
//////////////////////
//
// COOLG PAIN
//
//////////////////////
#define COOLG_PAIN_RATE 15
ANIMATOR DoCoolgPain;
STATE s_CoolgPain[5][2] =
{
{
{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
},
{
{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
},
{
{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
},
{
{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
},
{
{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
},
};
STATEp sg_CoolgPain[] =
{
s_CoolgPain[0],
s_CoolgPain[1],
s_CoolgPain[2],
s_CoolgPain[3],
s_CoolgPain[4]
};
//////////////////////
//
// COOLG DIE
//
//////////////////////
#define COOLG_DIE_RATE 20
#define COOLG_DIE 4307
#define COOLG_DEAD 4307+5
ANIMATOR DoCoolgDeath;
STATE s_CoolgDie[] =
{
{COOLG_DIE + 0, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[1]},
{COOLG_DIE + 1, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[2]},
{COOLG_DIE + 2, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[3]},
{COOLG_DIE + 3, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[4]},
{COOLG_DIE + 4, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[5]},
{COOLG_DIE + 5, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[5]},
};
STATEp sg_CoolgDie[] =
{
s_CoolgDie
};
STATE s_CoolgDead[] =
{
{COOLG_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_CoolgDead[1]},
{COOLG_DEAD, COOLG_DIE_RATE, DoActorDebris, &s_CoolgDead[1]},
};
STATEp sg_CoolgDead[] =
{
s_CoolgDead
};
//////////////////////
//
// COOLG BIRTH
//
//////////////////////
#define COOLG_BIRTH_RATE 20
#define COOLG_BIRTH 4268
STATE s_CoolgBirth[] =
{
{COOLG_BIRTH + 0, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[1]},
{COOLG_BIRTH + 1, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[2]},
{COOLG_BIRTH + 2, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[3]},
{COOLG_BIRTH + 3, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[4]},
{COOLG_BIRTH + 4, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[5]},
{COOLG_BIRTH + 5, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[6]},
{COOLG_BIRTH + 6, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[7]},
{COOLG_BIRTH + 7, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[8]},
{COOLG_BIRTH + 8, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[9]},
{COOLG_BIRTH + 8, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[10]},
{COOLG_BIRTH + 8, 0|SF_QUICK_CALL, DoCoolgBirth, &s_CoolgBirth[10]}
};
STATEp sg_CoolgBirth[] =
{
s_CoolgBirth
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
*/
ACTOR_ACTION_SET CoolgActionSet =
{
sg_CoolgStand,
sg_CoolgRun,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr, //climb
sg_CoolgPain, //pain
sg_CoolgDie,
nullptr,
sg_CoolgDead,
nullptr,
nullptr,
// {sg_CoolgClub},
{sg_CoolgAttack},
{1024},
{sg_CoolgAttack},
{1024},
{nullptr,nullptr},
nullptr,
nullptr
};
int DoCoolgMatchPlayerZ(DSWActor* actor);
void CoolgCommon(DSWActor* actor)
{
USERp u = actor->u();
actor->spr.clipdist = (200) >> 2;
//u->floor_dist = Z(5);
u->floor_dist = Z(16);
u->ceiling_dist = Z(20);
u->sz = actor->spr.pos.Z;
actor->spr.xrepeat = 42;
actor->spr.yrepeat = 42;
SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
}
int SetupCoolg(DSWActor* actor)
{
USERp u;
ANIMATOR DoActorDecide;
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{
u = SpawnUser(actor,COOLG_RUN_R0,s_CoolgRun[0]);
u->Health = HEALTH_COOLIE_GHOST;
}
u = actor->u();
ChangeState(actor, s_CoolgRun[0]);
u->Attrib = &CoolgAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(actor);
return 0;
}
int NewCoolg(DSWActor* actor)
{
USERp u = actor->u();
USERp nu;
ANIMATOR DoActorDecide;
auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 50);
nu = actorNew->u();
ChangeState(actorNew, &s_CoolgBirth[0]);
nu->StateEnd = s_CoolgDie;
nu->Rot = sg_CoolgRun;
actorNew->spr.pal = nu->spal = u->spal;
nu->ActorActionSet = &CoolgActionSet;
actorNew->spr.shade = actor->spr.shade;
nu->Personality = &CoolgPersonality;
nu->Attrib = &CoolgAttrib;
// special case
TotalKillable++;
CoolgCommon(actorNew);
return 0;
}
int DoCoolgBirth(DSWActor* actor)
{
USER* u = actor->u();
ANIMATOR DoActorDecide;
u->Health = HEALTH_COOLIE_GHOST;
u->Attrib = &CoolgAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
ChangeState(actor, s_CoolgRun[0]);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
// special case
TotalKillable--;
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(actor);
return 0;
}
int NullCoolg(DSWActor* actor)
{
USER* u = actor->u();
u->ShellNum -= ACTORMOVETICS;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(actor);
DoCoolgMatchPlayerZ(actor);
DoActorSectorDamage(actor);
return 0;
}
int DoCoolgMatchPlayerZ(DSWActor* actor)
{
USER* u = actor->u();
int zdiff,zdist;
int loz,hiz;
int bound;
// If blocking bits get unset, just die
if (!TEST(actor->spr.cstat,CSTAT_SPRITE_BLOCK) || !TEST(actor->spr.cstat,CSTAT_SPRITE_BLOCK_HITSCAN))
{
InitBloodSpray(actor, true, 105);
InitBloodSpray(actor, true, 105);
UpdateSinglePlayKills(actor);
SetSuicide(actor);
}
// actor does a sine wave about u->sz - this is the z mid point
zdiff = (ActorZOfMiddle(u->targetActor)) - u->sz;
// check z diff of the player and the sprite
zdist = Z(20 + RandomRange(100)); // put a random amount
//zdist = Z(20);
if (labs(zdiff) > zdist)
{
if (zdiff > 0)
u->sz += 170 * ACTORMOVETICS;
else
u->sz -= 170 * ACTORMOVETICS;
}
// save off lo and hi z
loz = u->loz;
hiz = u->hiz;
// adjust loz/hiz for water depth
if (u->lo_sectp && u->lo_sectp->hasU() && FixedToInt(u->lo_sectp->depth_fixed))
loz -= Z(FixedToInt(u->lo_sectp->depth_fixed)) - Z(8);
// lower bound
if (u->lowActor)
bound = loz - u->floor_dist;
else
bound = loz - u->floor_dist - COOLG_BOB_AMT;
if (u->sz > bound)
{
u->sz = bound;
}
// upper bound
if (u->highActor)
bound = hiz + u->ceiling_dist;
else
bound = hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
{
u->sz = bound;
}
u->sz = min(u->sz, loz - u->floor_dist);
u->sz = max(u->sz, hiz + u->ceiling_dist);
u->Counter = (u->Counter + (ACTORMOVETICS<<3)) & 2047;
actor->spr.pos.Z = u->sz + MulScale(COOLG_BOB_AMT, bsin(u->Counter), 14);
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (actor->spr.pos.Z < bound)
{
// bumped something
actor->spr.pos.Z = u->sz = bound + COOLG_BOB_AMT;
}
return 0;
}
int InitCoolgCircle(DSWActor* actor)
{
USER* u = actor->u();
u->ActorActionFunc = DoCoolgCircle;
NewStateGroup(actor, u->ActorActionSet->Run);
// set it close
DoActorSetSpeed(actor, FAST_SPEED);
// set to really fast
actor->spr.xvel = 400;
// angle adjuster
u->Counter2 = actor->spr.xvel/3;
// random angle direction
if (RANDOM_P2(1024) < 512)
u->Counter2 = -u->Counter2;
// z velocity
u->jump_speed = 400 + RANDOM_P2(256);
if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
u->jump_speed = -u->jump_speed;
u->WaitTics = (RandomRange(3)+1) * 120;
(*u->ActorActionFunc)(actor);
return 0;
}
int DoCoolgCircle(DSWActor* actor)
{
USER* u = actor->u();
int nx,ny,bound;
actor->spr.ang = NORM_ANGLE(actor->spr.ang + u->Counter2);
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14);
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14);
if (!move_actor(actor, nx, ny, 0L))
{
InitActorReposition(actor);
return 0;
}
// move in the z direction
u->sz -= u->jump_speed * ACTORMOVETICS;
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
{
// bumped something
u->sz = bound;
InitActorReposition(actor);
return 0;
}
// time out
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
InitActorReposition(actor);
u->WaitTics = 0;
return 0;
}
return 0;
}
int DoCoolgDeath(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
actor->spr.xrepeat = 42;
actor->spr.shade = -10;
if (TEST(u->Flags, SPR_FALLING))
{
DoFall(actor);
}
else
{
DoFindGroundPoint(actor);
u->floor_dist = 0;
DoBeginFall(actor);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(actor);
// slide while falling
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14);
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14);
u->coll = move_sprite(actor, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(actor);
// on the ground
if (actor->spr.pos.Z >= u->loz)
{
RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
NewStateGroup(actor, u->ActorActionSet->Dead);
return 0;
}
return 0;
}
int DoCoolgMove(DSWActor* actor)
{
USER* u = actor->u();
if ((u->ShellNum -= ACTORMOVETICS) <= 0)
{
switch (u->FlagOwner)
{
case 0:
SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
u->ShellNum = SEC(2);
break;
case 1:
PlaySound(DIGI_VOID3, actor, v3df_follow);
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(1) + SEC(RandomRange(2));
break;
case 2:
SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2);
break;
case 3:
PlaySound(DIGI_VOID3, actor, v3df_follow);
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2) + SEC(RandomRange(3));
break;
default:
u->FlagOwner = 0;
break;
}
u->FlagOwner++;
if (u->FlagOwner > 3) u->FlagOwner = 0;
}
if (u->FlagOwner-1 == 0)
{
actor->spr.xrepeat--;
actor->spr.shade++;
if (actor->spr.xrepeat < 4) actor->spr.xrepeat = 4;
if (actor->spr.shade > 126)
{
actor->spr.shade = 127;
actor->spr.hitag = 9998;
}
}
else if (u->FlagOwner-1 == 2)
{
actor->spr.hitag = 0;
actor->spr.xrepeat++;
actor->spr.shade--;
if (actor->spr.xrepeat > 42) actor->spr.xrepeat = 42;
if (actor->spr.shade < -10) actor->spr.shade = -10;
}
else if (u->FlagOwner == 0)
{
actor->spr.xrepeat = 42;
actor->spr.shade = -10;
actor->spr.hitag = 0;
}
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(actor);
if (u->track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
{
(*u->ActorActionFunc)(actor);
}
if (RANDOM_P2(1024) < 32 && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE))
InitCoolgDrip(actor);
DoCoolgMatchPlayerZ(actor);
DoActorSectorDamage(actor);
return 0;
}
int DoCoolgPain(DSWActor* actor)
{
USER* u = actor->u();
NullCoolg(actor);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
}
#include "saveable.h"
static saveable_code saveable_coolg_code[] =
{
SAVE_CODE(DoCoolgBirth),
SAVE_CODE(NullCoolg),
SAVE_CODE(InitCoolgCircle),
SAVE_CODE(DoCoolgCircle),
SAVE_CODE(DoCoolgDeath),
SAVE_CODE(DoCoolgMove),
SAVE_CODE(DoCoolgPain),
};
static saveable_data saveable_coolg_data[] =
{
SAVE_DATA(CoolgBattle),
SAVE_DATA(CoolgOffense),
SAVE_DATA(CoolgBroadcast),
SAVE_DATA(CoolgSurprised),
SAVE_DATA(CoolgEvasive),
SAVE_DATA(CoolgLostTarget),
SAVE_DATA(CoolgCloseRange),
SAVE_DATA(CoolgTouchTarget),
SAVE_DATA(CoolgPersonality),
SAVE_DATA(CoolgAttrib),
SAVE_DATA(s_CoolgRun),
SAVE_DATA(sg_CoolgRun),
SAVE_DATA(s_CoolgStand),
SAVE_DATA(sg_CoolgStand),
SAVE_DATA(s_CoolgClub),
SAVE_DATA(sg_CoolgClub),
SAVE_DATA(s_CoolgAttack),
SAVE_DATA(sg_CoolgAttack),
SAVE_DATA(s_CoolgPain),
SAVE_DATA(sg_CoolgPain),
SAVE_DATA(s_CoolgDie),
SAVE_DATA(sg_CoolgDie),
SAVE_DATA(s_CoolgDead),
SAVE_DATA(sg_CoolgDead),
SAVE_DATA(s_CoolgBirth),
SAVE_DATA(sg_CoolgBirth),
SAVE_DATA(CoolgActionSet),
};
saveable_module saveable_coolg =
{
// code
saveable_coolg_code,
SIZ(saveable_coolg_code),
// data
saveable_coolg_data,
SIZ(saveable_coolg_data)
};
END_SW_NS