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2e0b9490e1
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
1000 lines
28 KiB
C++
1000 lines
28 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 "game.h"
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#include "tags.h"
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#include "ai.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "misc.h"
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BEGIN_SW_NS
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ANIMATOR DoCoolgCircle,InitCoolgCircle;
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const int COOLG_BOB_AMT = 8;
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DECISION CoolgBattle[] =
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{
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{50, InitCoolgCircle },
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{450, InitActorMoveCloser },
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//{456, InitActorAmbientNoise },
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//{760, InitActorRunAway },
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{1024, InitActorAttack }
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};
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DECISION CoolgOffense[] =
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{
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{449, InitActorMoveCloser },
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//{554, InitActorAmbientNoise },
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{1024, InitActorAttack }
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};
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DECISION CoolgBroadcast[] =
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{
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//{1, InitActorAlertNoise },
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{1, InitActorAmbientNoise },
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{1024, InitActorDecide }
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};
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DECISION CoolgSurprised[] =
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{
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{100, InitCoolgCircle },
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{701, InitActorMoveCloser },
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{1024, InitActorDecide }
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};
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DECISION CoolgEvasive[] =
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{
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{20, InitCoolgCircle },
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{1024, InitActorRunAway },
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};
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DECISION CoolgLostTarget[] =
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{
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{900, InitActorFindPlayer },
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{1024, InitActorWanderAround }
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};
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DECISION CoolgCloseRange[] =
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{
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{800, InitActorAttack },
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{1024, InitActorReposition }
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};
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DECISION CoolgTouchTarget[] =
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{
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//{50, InitCoolgCircle },
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{1024, InitActorAttack },
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};
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PERSONALITY CoolgPersonality =
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{
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CoolgBattle,
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CoolgOffense,
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CoolgBroadcast,
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CoolgSurprised,
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CoolgEvasive,
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CoolgLostTarget,
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CoolgCloseRange,
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CoolgTouchTarget
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};
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ATTRIBUTE CoolgAttrib =
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{
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{60, 80, 150, 190}, // 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_CGAMBIENT, DIGI_CGALERT, 0,
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DIGI_CGPAIN, DIGI_CGSCREAM, DIGI_CGMATERIALIZE,
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DIGI_CGTHIGHBONE,DIGI_CGMAGIC,DIGI_CGMAGICHIT,0
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}
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};
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//////////////////////
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//
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// COOLG RUN
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//////////////////////
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#define COOLG_RUN_RATE 40
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ANIMATOR DoCoolgMove,DoStayOnFloor, DoActorDebris, NullCoolg, DoCoolgBirth;
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STATE s_CoolgRun[5][4] =
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{
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{
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{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][1]},
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{COOLG_RUN_R0 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][2]},
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{COOLG_RUN_R0 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][3]},
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{COOLG_RUN_R0 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][0]},
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},
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{
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{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][1]},
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{COOLG_RUN_R1 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][2]},
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{COOLG_RUN_R1 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][3]},
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{COOLG_RUN_R1 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][0]},
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},
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{
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{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][1]},
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{COOLG_RUN_R2 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][2]},
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{COOLG_RUN_R2 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][3]},
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{COOLG_RUN_R2 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][0]},
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},
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{
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{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][1]},
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{COOLG_RUN_R3 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][2]},
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{COOLG_RUN_R3 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][3]},
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{COOLG_RUN_R3 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][0]},
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},
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{
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{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][1]},
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{COOLG_RUN_R4 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][2]},
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{COOLG_RUN_R4 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][3]},
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{COOLG_RUN_R4 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][0]},
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}
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};
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STATE* sg_CoolgRun[] =
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{
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&s_CoolgRun[0][0],
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&s_CoolgRun[1][0],
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&s_CoolgRun[2][0],
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&s_CoolgRun[3][0],
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&s_CoolgRun[4][0]
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};
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//////////////////////
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//
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// COOLG STAND
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//
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//////////////////////
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STATE s_CoolgStand[5][1] =
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{
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{
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{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[0][0]},
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},
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{
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{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[1][0]},
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},
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{
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{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[2][0]},
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},
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{
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{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[3][0]},
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},
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{
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{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[4][0]},
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}
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};
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STATE* sg_CoolgStand[] =
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{
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&s_CoolgStand[0][0],
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&s_CoolgStand[1][0],
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&s_CoolgStand[2][0],
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&s_CoolgStand[3][0],
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&s_CoolgStand[4][0]
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};
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//////////////////////
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//
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// COOLG CLUB
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//
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//////////////////////
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#define COOLG_RATE 16
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ANIMATOR InitCoolgBash;
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STATE s_CoolgClub[5][6] =
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{
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{
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{COOLG_CLUB_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][1]},
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{COOLG_RUN_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][2]},
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{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[0][3]},
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{COOLG_CLUB_R0 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[0][4]},
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{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[0][5]},
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{COOLG_CLUB_R0 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[0][5]}
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},
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{
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{COOLG_CLUB_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][1]},
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{COOLG_RUN_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][2]},
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{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[1][3]},
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{COOLG_CLUB_R1 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[1][4]},
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{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[1][5]},
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{COOLG_CLUB_R1 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[1][5]}
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},
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{
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{COOLG_CLUB_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][1]},
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{COOLG_RUN_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][2]},
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{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[2][3]},
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{COOLG_CLUB_R2 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[2][4]},
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{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[2][5]},
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{COOLG_CLUB_R2 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[2][5]}
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},
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{
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{COOLG_CLUB_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][1]},
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{COOLG_RUN_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][2]},
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{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[3][3]},
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{COOLG_CLUB_R3 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[3][4]},
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{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[3][5]},
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{COOLG_CLUB_R3 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[3][5]}
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},
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{
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{COOLG_CLUB_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][1]},
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{COOLG_RUN_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][2]},
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{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[4][3]},
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{COOLG_CLUB_R4 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[4][4]},
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{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[4][5]},
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{COOLG_CLUB_R4 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[4][5]}
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}
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};
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STATE* sg_CoolgClub[] =
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{
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&s_CoolgClub[0][0],
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&s_CoolgClub[1][0],
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&s_CoolgClub[2][0],
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&s_CoolgClub[3][0],
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&s_CoolgClub[4][0]
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};
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//////////////////////
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//
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// COOLG FIRE
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//
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//////////////////////
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ANIMATOR InitCoolgFire;
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#define COOLG_FIRE_RATE 12
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STATE s_CoolgAttack[5][7] =
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{
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{
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{COOLG_FIRE_R0 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][1]},
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{COOLG_FIRE_R0 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][2]},
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{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][3]},
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{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[0][4]},
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{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[0][5]},
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{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[0][6]},
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{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[0][6]}
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},
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{
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{COOLG_FIRE_R1 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][1]},
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{COOLG_FIRE_R1 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][2]},
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{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][3]},
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{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[1][4]},
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{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[1][5]},
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{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[1][6]},
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{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[1][6]}
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},
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{
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{COOLG_FIRE_R2 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][1]},
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{COOLG_FIRE_R2 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][2]},
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{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][3]},
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{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[2][4]},
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{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[2][5]},
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{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[2][6]},
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{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[2][6]}
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},
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{
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{COOLG_RUN_R3 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][1]},
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{COOLG_RUN_R3 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][2]},
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{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][3]},
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{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[3][4]},
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{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[3][5]},
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{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[3][6]},
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{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[3][6]}
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},
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{
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{COOLG_RUN_R4 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][1]},
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{COOLG_RUN_R4 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][2]},
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{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][3]},
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{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[4][4]},
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{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[4][5]},
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{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[4][6]},
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{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[4][6]}
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}
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};
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STATE* sg_CoolgAttack[] =
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{
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&s_CoolgAttack[0][0],
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&s_CoolgAttack[1][0],
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&s_CoolgAttack[2][0],
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&s_CoolgAttack[3][0],
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&s_CoolgAttack[4][0]
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};
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//////////////////////
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//
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// COOLG PAIN
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//
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//////////////////////
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#define COOLG_PAIN_RATE 15
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ANIMATOR DoCoolgPain;
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STATE s_CoolgPain[5][2] =
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{
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{
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{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
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{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
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},
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{
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{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
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{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
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},
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{
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{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
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{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
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},
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{
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{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
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{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
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},
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{
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{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
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{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
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},
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};
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STATE* sg_CoolgPain[] =
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{
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s_CoolgPain[0],
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s_CoolgPain[1],
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s_CoolgPain[2],
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s_CoolgPain[3],
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s_CoolgPain[4]
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};
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//////////////////////
|
|
//
|
|
// 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]},
|
|
};
|
|
|
|
STATE* 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]},
|
|
};
|
|
|
|
STATE* 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]}
|
|
};
|
|
|
|
STATE* sg_CoolgBirth[] =
|
|
{
|
|
s_CoolgBirth
|
|
};
|
|
|
|
/*
|
|
STATE* *Stand[MAX_WEAPONS];
|
|
STATE* *Run;
|
|
STATE* *Jump;
|
|
STATE* *Fall;
|
|
STATE* *Crawl;
|
|
STATE* *Swim;
|
|
STATE* *Fly;
|
|
STATE* *Rise;
|
|
STATE* *Sit;
|
|
STATE* *Look;
|
|
STATE* *Climb;
|
|
STATE* *Pain;
|
|
STATE* *Death1;
|
|
STATE* *Death2;
|
|
STATE* *Dead;
|
|
STATE* *DeathJump;
|
|
STATE* *DeathFall;
|
|
STATE* *CloseAttack[2];
|
|
STATE* *Attack[6];
|
|
STATE* *Special[2];
|
|
*/
|
|
|
|
|
|
ACTOR_ACTION_SET 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)
|
|
{
|
|
actor->clipdist = 12.5;
|
|
actor->user.floor_dist = (16);
|
|
actor->user.ceiling_dist = (20);
|
|
|
|
actor->user.pos.Z = actor->spr.pos.Z;
|
|
|
|
actor->spr.scale = DVector2(0.65625, 0.65625);
|
|
actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int SetupCoolg(DSWActor* actor)
|
|
{
|
|
ANIMATOR DoActorDecide;
|
|
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
|
{
|
|
SpawnUser(actor,COOLG_RUN_R0,s_CoolgRun[0]);
|
|
actor->user.Health = HEALTH_COOLIE_GHOST;
|
|
}
|
|
|
|
ChangeState(actor, s_CoolgRun[0]);
|
|
actor->user.Attrib = &CoolgAttrib;
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
actor->user.StateEnd = s_CoolgDie;
|
|
actor->user.Rot = sg_CoolgRun;
|
|
|
|
EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
|
|
|
|
actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
|
|
|
|
CoolgCommon(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int NewCoolg(DSWActor* actor)
|
|
{
|
|
ANIMATOR DoActorDecide;
|
|
|
|
auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 50/16.);
|
|
|
|
ChangeState(actorNew, &s_CoolgBirth[0]);
|
|
actorNew->user.StateEnd = s_CoolgDie;
|
|
actorNew->user.Rot = sg_CoolgRun;
|
|
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
|
|
|
|
actorNew->user.ActorActionSet = &CoolgActionSet;
|
|
|
|
actorNew->spr.shade = actor->spr.shade;
|
|
actorNew->user.Personality = &CoolgPersonality;
|
|
actorNew->user.Attrib = &CoolgAttrib;
|
|
|
|
// special case
|
|
TotalKillable++;
|
|
CoolgCommon(actorNew);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoCoolgBirth(DSWActor* actor)
|
|
{
|
|
ANIMATOR DoActorDecide;
|
|
|
|
actor->user.Health = HEALTH_COOLIE_GHOST;
|
|
actor->user.Attrib = &CoolgAttrib;
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
|
|
ChangeState(actor, s_CoolgRun[0]);
|
|
actor->user.StateEnd = s_CoolgDie;
|
|
actor->user.Rot = sg_CoolgRun;
|
|
|
|
EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
|
|
// special case
|
|
TotalKillable--;
|
|
|
|
actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
|
|
CoolgCommon(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int NullCoolg(DSWActor* actor)
|
|
{
|
|
actor->user.ShellNum -= ACTORMOVETICS;
|
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
DoCoolgMatchPlayerZ(actor);
|
|
DoActorSectorDamage(actor);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoCoolgMatchPlayerZ(DSWActor* actor)
|
|
{
|
|
// If blocking bits get unset, just die
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK) || !(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 sz - this is the z mid point
|
|
|
|
double zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
|
|
|
|
// check z diff of the player and the sprite
|
|
double zdist = 20 + RandomRange(100); // put a random amount
|
|
//zdist = Z(20);
|
|
if (abs(zdiff) > zdist)
|
|
{
|
|
if (zdiff > 0)
|
|
actor->user.pos.Z += 170 * ACTORMOVETICS * zmaptoworld;
|
|
else
|
|
actor->user.pos.Z -= 170 * ACTORMOVETICS * zmaptoworld;
|
|
}
|
|
|
|
// save off lo and hi z
|
|
double loz = actor->user.loz;
|
|
double hiz = actor->user.hiz;
|
|
|
|
// adjust loz/hiz for water depth
|
|
if (actor->user.lo_sectp && actor->user.lo_sectp->hasU() && FixedToInt(actor->user.lo_sectp->depth_fixed))
|
|
loz -= FixedToInt(actor->user.lo_sectp->depth_fixed) - 8;
|
|
|
|
double bound;
|
|
// lower bound
|
|
if (actor->user.lowActor)
|
|
bound = loz - actor->user.floor_dist;
|
|
else
|
|
bound = loz - actor->user.floor_dist - COOLG_BOB_AMT;
|
|
|
|
if (actor->user.pos.Z > bound)
|
|
{
|
|
actor->user.pos.Z = bound;
|
|
}
|
|
|
|
// upper bound
|
|
if (actor->user.highActor)
|
|
bound = hiz + actor->user.ceiling_dist;
|
|
else
|
|
bound = hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
|
|
|
|
if (actor->user.pos.Z < bound)
|
|
{
|
|
actor->user.pos.Z = bound;
|
|
}
|
|
|
|
actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
|
|
actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
|
|
|
|
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS<<3)) & 2047;
|
|
actor->spr.pos.Z = actor->user.pos.Z + COOLG_BOB_AMT * BobVal(actor->user.Counter);
|
|
|
|
bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
|
|
if (actor->spr.pos.Z < bound)
|
|
{
|
|
// bumped something
|
|
actor->spr.pos.Z = actor->user.pos.Z = bound + COOLG_BOB_AMT;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int InitCoolgCircle(DSWActor* actor)
|
|
{
|
|
actor->user.ActorActionFunc = DoCoolgCircle;
|
|
|
|
NewStateGroup(actor, actor->user.ActorActionSet->Run);
|
|
|
|
// set it close
|
|
DoActorSetSpeed(actor, FAST_SPEED);
|
|
|
|
// set to really fast
|
|
actor->vel.Z = 400 / 256.;
|
|
// angle adjuster
|
|
actor->user.Counter2 = int(actor->vel.X * (16. / 3));
|
|
// random angle direction
|
|
if (RANDOM_P2(1024) < 512)
|
|
actor->user.Counter2 = -actor->user.Counter2;
|
|
|
|
// z velocity
|
|
actor->user.jump_speed = 400 + RANDOM_P2(256);
|
|
if (abs(actor->user.pos.Z - actor->user.hiz) < abs(actor->user.pos.Z - actor->user.loz))
|
|
actor->user.jump_speed = -actor->user.jump_speed;
|
|
|
|
actor->user.WaitTics = (RandomRange(3)+1) * 120;
|
|
|
|
(*actor->user.ActorActionFunc)(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoCoolgCircle(DSWActor* actor)
|
|
{
|
|
double bound;
|
|
|
|
actor->spr.Angles.Yaw += mapangle(actor->user.Counter2);
|
|
|
|
if (!move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, 0)))
|
|
{
|
|
InitActorReposition(actor);
|
|
return 0;
|
|
}
|
|
|
|
// move in the z direction
|
|
actor->user.pos.Z -= actor->user.jump_speed * ACTORMOVETICS * JUMP_FACTOR;
|
|
|
|
bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
|
|
if (actor->user.pos.Z < bound)
|
|
{
|
|
// bumped something
|
|
actor->user.pos.Z = bound;
|
|
InitActorReposition(actor);
|
|
return 0;
|
|
}
|
|
|
|
// time out
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) < 0)
|
|
{
|
|
InitActorReposition(actor);
|
|
actor->user.WaitTics = 0;
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoCoolgDeath(DSWActor* actor)
|
|
{
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
|
|
actor->spr.scale.X = (0.65625);
|
|
actor->spr.shade = -10;
|
|
|
|
if (actor->user.Flags & (SPR_FALLING))
|
|
{
|
|
DoFall(actor);
|
|
}
|
|
else
|
|
{
|
|
DoFindGroundPoint(actor);
|
|
actor->user.floor_dist = 0;
|
|
DoBeginFall(actor);
|
|
}
|
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
// slide while falling
|
|
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
|
|
|
|
actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
|
|
DoFindGroundPoint(actor);
|
|
|
|
// on the ground
|
|
if (actor->spr.pos.Z >= actor->user.loz)
|
|
{
|
|
actor->user.Flags &= ~(SPR_FALLING|SPR_SLIDING);
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // If upside down, reset it
|
|
NewStateGroup(actor, actor->user.ActorActionSet->Dead);
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoCoolgMove(DSWActor* actor)
|
|
{
|
|
if ((actor->user.ShellNum -= ACTORMOVETICS) <= 0)
|
|
{
|
|
switch (actor->user.FlagOwner)
|
|
{
|
|
case 0:
|
|
actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
|
actor->user.ShellNum = SEC(2);
|
|
break;
|
|
case 1:
|
|
PlaySound(DIGI_VOID3, actor, v3df_follow);
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
|
|
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
|
actor->user.ShellNum = SEC(1) + SEC(RandomRange(2));
|
|
break;
|
|
case 2:
|
|
actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
|
|
actor->user.ShellNum = SEC(2);
|
|
break;
|
|
case 3:
|
|
PlaySound(DIGI_VOID3, actor, v3df_follow);
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
|
|
actor->user.ShellNum = SEC(2) + SEC(RandomRange(3));
|
|
break;
|
|
default:
|
|
actor->user.FlagOwner = 0;
|
|
break;
|
|
}
|
|
actor->user.FlagOwner++;
|
|
if (actor->user.FlagOwner > 3) actor->user.FlagOwner = 0;
|
|
}
|
|
|
|
if (actor->user.FlagOwner-1 == 0)
|
|
{
|
|
actor->spr.scale.X -= REPEAT_SCALE;
|
|
actor->spr.shade++;
|
|
if (actor->spr.scale.X < 0.0625) actor->spr.scale.X = (0.0625);
|
|
if (actor->spr.shade > 126)
|
|
{
|
|
actor->spr.shade = 127;
|
|
actor->spr.hitag = 9998;
|
|
}
|
|
}
|
|
else if (actor->user.FlagOwner-1 == 2)
|
|
{
|
|
actor->spr.hitag = 0;
|
|
actor->spr.scale.X += (REPEAT_SCALE);
|
|
actor->spr.shade--;
|
|
if (actor->spr.scale.X > 0.65625) actor->spr.scale.X = (0.65625);
|
|
if (actor->spr.shade < -10) actor->spr.shade = -10;
|
|
}
|
|
else if (actor->user.FlagOwner == 0)
|
|
{
|
|
actor->spr.scale.X = (0.65625);
|
|
actor->spr.shade = -10;
|
|
actor->spr.hitag = 0;
|
|
}
|
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
if (actor->user.track >= 0)
|
|
ActorFollowTrack(actor, ACTORMOVETICS);
|
|
else
|
|
{
|
|
(*actor->user.ActorActionFunc)(actor);
|
|
}
|
|
|
|
if (RANDOM_P2(1024) < 32 && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
InitCoolgDrip(actor);
|
|
|
|
DoCoolgMatchPlayerZ(actor);
|
|
|
|
DoActorSectorDamage(actor);
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoCoolgPain(DSWActor* actor)
|
|
{
|
|
NullCoolg(actor);
|
|
|
|
if ((actor->user.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
|