raze/source/games/sw/src/coolg.cpp
Mitchell Richters 2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00

1000 lines
28 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;
const int COOLG_BOB_AMT = 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]},
}
};
STATE* 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]},
}
};
STATE* 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]}
}
};
STATE* 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]}
}
};
STATE* 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]},
},
};
STATE* 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]},
};
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