raze/source/games/sw/src/coolie.cpp
Christoph Oelckers 81341ce4a6 - unwrapped SetScale as well.
Again no edits here - it's one big replace action.
2022-10-30 16:51:33 +01:00

706 lines
18 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "tags.h"
#include "ai.h"
#include "sprite.h"
#include "misc.h"
#include "weapon.h"
BEGIN_SW_NS
ANIMATOR InitCoolieCharge;
DECISION CoolieBattle[] =
{
{700, InitCoolieCharge },
{990, InitActorMoveCloser },
{1000, InitActorAttackNoise },
{1024, InitActorRunAway }
};
DECISION CoolieOffense[] =
{
{700, InitCoolieCharge },
{1015, InitActorMoveCloser },
{1024, InitActorAttackNoise }
};
DECISION CoolieBroadcast[] =
{
//{1, InitActorAlertNoise },
{16, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION CoolieSurprised[] =
{
{700, InitActorMoveCloser },
{703, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION CoolieEvasive[] =
{
{10, InitActorEvade },
{1024, nullptr }
};
DECISION CoolieLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION CoolieCloseRange[] =
{
{400, InitCoolieCharge },
{1024, InitActorReposition }
};
PERSONALITY CooliePersonality =
{
CoolieBattle,
CoolieOffense,
CoolieBroadcast,
CoolieSurprised,
CoolieEvasive,
CoolieLostTarget,
CoolieCloseRange,
CoolieCloseRange
};
ATTRIBUTE CoolieAttrib =
{
{60, 80, 100, 200}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_COOLIEAMBIENT, DIGI_COOLIEALERT, DIGI_COOLIEALERT,
DIGI_COOLIEPAIN, 0, DIGI_CGMATERIALIZE,
DIGI_COOLIEEXPLODE,0,0,0
}
};
//////////////////////
//
// COOLIE RUN
//
//////////////////////
#define COOLIE_RATE 12
ANIMATOR DoCoolieMove,NullCoolie,DoStayOnFloor,
DoActorDebris, SpawnCoolieExp,
SpawnCoolg;
STATE s_CoolieRun[5][4] =
{
{
{COOLIE_RUN_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][1]},
{COOLIE_RUN_R0 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][2]},
{COOLIE_RUN_R0 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][3]},
{COOLIE_RUN_R0 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][0]}
},
{
{COOLIE_RUN_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][1]},
{COOLIE_RUN_R1 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][2]},
{COOLIE_RUN_R1 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][3]},
{COOLIE_RUN_R1 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][0]}
},
{
{COOLIE_RUN_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][1]},
{COOLIE_RUN_R2 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][2]},
{COOLIE_RUN_R2 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][3]},
{COOLIE_RUN_R2 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][0]}
},
{
{COOLIE_RUN_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][1]},
{COOLIE_RUN_R3 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][2]},
{COOLIE_RUN_R3 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][3]},
{COOLIE_RUN_R3 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][0]}
},
{
{COOLIE_RUN_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][1]},
{COOLIE_RUN_R4 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][2]},
{COOLIE_RUN_R4 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][3]},
{COOLIE_RUN_R4 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][0]},
}
};
STATE* sg_CoolieRun[] =
{
&s_CoolieRun[0][0],
&s_CoolieRun[1][0],
&s_CoolieRun[2][0],
&s_CoolieRun[3][0],
&s_CoolieRun[4][0]
};
//////////////////////
//
// COOLIE CHARGE
//
//////////////////////
#define COOLIE_RATE 12
ANIMATOR DoCoolieMove,NullCoolie,DoStayOnFloor,
DoActorDebris, SpawnCoolieExp,
SpawnCoolg;
STATE s_CoolieCharge[5][4] =
{
{
{COOLIE_CHARGE_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][1]},
{COOLIE_CHARGE_R0 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][2]},
{COOLIE_CHARGE_R0 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][3]},
{COOLIE_CHARGE_R0 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][0]}
},
{
{COOLIE_CHARGE_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][1]},
{COOLIE_CHARGE_R1 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][2]},
{COOLIE_CHARGE_R1 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][3]},
{COOLIE_CHARGE_R1 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][0]}
},
{
{COOLIE_CHARGE_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][1]},
{COOLIE_CHARGE_R2 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][2]},
{COOLIE_CHARGE_R2 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][3]},
{COOLIE_CHARGE_R2 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][0]}
},
{
{COOLIE_CHARGE_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][1]},
{COOLIE_CHARGE_R3 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][2]},
{COOLIE_CHARGE_R3 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][3]},
{COOLIE_CHARGE_R3 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][0]}
},
{
{COOLIE_CHARGE_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][1]},
{COOLIE_CHARGE_R4 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][2]},
{COOLIE_CHARGE_R4 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][3]},
{COOLIE_CHARGE_R4 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][0]},
}
};
STATE* sg_CoolieCharge[] =
{
&s_CoolieCharge[0][0],
&s_CoolieCharge[1][0],
&s_CoolieCharge[2][0],
&s_CoolieCharge[3][0],
&s_CoolieCharge[4][0]
};
//////////////////////
//
// COOLIE STAND
//
//////////////////////
STATE s_CoolieStand[5][6] =
{
{
{COOLIE_RUN_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[0][0]}
},
{
{COOLIE_RUN_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[1][0]}
},
{
{COOLIE_RUN_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[2][0]}
},
{
{COOLIE_RUN_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[3][0]}
},
{
{COOLIE_RUN_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[4][0]}
}
};
STATE* sg_CoolieStand[] =
{
&s_CoolieStand[0][0],
&s_CoolieStand[1][0],
&s_CoolieStand[2][0],
&s_CoolieStand[3][0],
&s_CoolieStand[4][0]
};
//////////////////////
//
// COOLIE PAIN
//
//////////////////////
#define COOLIE_PAIN_RATE 60
ANIMATOR CooliePain;
STATE s_CooliePain[5][1] =
{
{
{COOLIE_PAIN_R0 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[0][0]},
//{COOLIE_PAIN_R0 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[0][0]}
},
{
{COOLIE_PAIN_R1 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[1][0]},
//{COOLIE_PAIN_R1 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[1][0]}
},
{
{COOLIE_PAIN_R2 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[2][0]},
//{COOLIE_PAIN_R2 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[2][0]}
},
{
{COOLIE_PAIN_R3 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[3][0]},
//{COOLIE_PAIN_R3 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[3][0]}
},
{
{COOLIE_PAIN_R4 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[4][0]},
//{COOLIE_PAIN_R4 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[4][0]}
}
};
STATE* sg_CooliePain[] =
{
&s_CooliePain[0][0],
&s_CooliePain[1][0],
&s_CooliePain[2][0],
&s_CooliePain[3][0],
&s_CooliePain[4][0]
};
//////////////////////
//
// COOLIE DIE
//
//////////////////////
#define COOLIE_DIE_RATE 30
ANIMATOR DoCoolieWaitBirth;
STATE s_CoolieDie[] =
{
{COOLIE_DIE + 0, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[1]},
{COOLIE_DIE + 0, 0|SF_QUICK_CALL, SpawnCoolieExp, &s_CoolieDie[2]},
{COOLIE_DIE + 1, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[3]},
{COOLIE_DIE + 2, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[4]},
{COOLIE_DIE + 3, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[5]},
{COOLIE_DIE + 4, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[6]},
{COOLIE_DIE + 5, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[7]},
{COOLIE_DIE + 6, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[8]},
{COOLIE_DIE + 7, COOLIE_DIE_RATE, DoCoolieWaitBirth, &s_CoolieDie[8]},
{COOLIE_DIE + 7, COOLIE_DIE_RATE*5, DoActorDebris, &s_CoolieDie[10]},
{COOLIE_DIE + 7, 0|SF_QUICK_CALL, SpawnCoolg, &s_CoolieDie[11]},
{COOLIE_DEAD_NOHEAD, SF_QUICK_CALL, QueueFloorBlood, &s_CoolieDie[12]},
{COOLIE_DEAD_NOHEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDie[12]}
};
STATE* sg_CoolieDie[] =
{
s_CoolieDie
};
STATE s_CoolieDead[] =
{
{COOLIE_DEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDead[0]},
};
STATE* sg_CoolieDead[] =
{
s_CoolieDead
};
ACTOR_ACTION_SET CoolieActionSet =
{
sg_CoolieStand,
sg_CoolieRun,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr, //climb
sg_CooliePain, //pain
sg_CoolieDie,
nullptr,
sg_CoolieDead,
nullptr,
nullptr,
{sg_CoolieCharge},
{1024},
{sg_CoolieCharge},
{1024},
{nullptr},
nullptr,
nullptr
};
//---------------------------------------------------------------------------
//
// This is used by multiple enemies.
//
//---------------------------------------------------------------------------
void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person)
{
unsigned int wpn;
int wpn_cnt;
int depth = 0;
switch (actor->user.ID)
{
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
case TRASHCAN:
case BUNNY_RUN_R0:
break;
default:
{
TotalKillable++;
}
break;
}
actor->spr.cstat &= ~(CSTAT_SPRITE_RESTORE);
actor->user.spal = actor->spr.pal;
actor->user.RotNum = 5;
actor->clipdist = 16;
actor->user.zclip = 48;
actor->user.lo_step = 32;
actor->user.floor_dist = actor->user.zclip - actor->user.lo_step;
actor->user.ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
actor->user.Radius = 400;
actor->user.MaxHealth = actor->user.Health;
actor->user.PainThreshold = (actor->user.Health >> 4) - 1;
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY);
actor->spr.picnum = actor->user.State->Pic;
change_actor_stat(actor, STAT_ENEMY);
actor->user.Personality = person;
actor->user.ActorActionSet = action;
DoActorZrange(actor);
//KeepActorOnFloor(actor); // for swimming actors
// make sure we start in the water if thats where we are
if (actor->user.lo_sectp)
{
if (actor->user.lo_sectp->hasU() && (actor->user.lo_sectp->extra & SECTFX_SINK))
{
depth = FixedToInt(actor->user.lo_sectp->depth_fixed);
}
else
{
SWSectIterator it(actor->user.lo_sectp);
while (auto itActor = it.Next())
{
if (itActor->spr.picnum == ST1 && itActor->spr.hitag == SECT_SINK)
{
depth = itActor->spr.lotag;
}
}
}
}
if (depth && abs(actor->spr.pos.Z - actor->user.loz) < 8)
{
actor->spr.pos.Z += depth;
actor->user.loz = actor->spr.pos.Z;
actor->backupz();
}
if (!action)
return;
NewStateGroup(actor, actor->user.ActorActionSet->Run);
actor->user.ActorActionFunc = DoActorDecide;
// find the number of long range attacks
for (wpn = wpn_cnt = 0; wpn < SIZ(actor->user.ActorActionSet->Attack); wpn++)
{
if (actor->user.ActorActionSet->Attack[wpn])
wpn_cnt++;
else
break;
}
// for actors this tells the number of weapons available
// for player it tells the current weapon
actor->user.WeaponNum = int8_t(wpn_cnt);
}
int SetupCoolie(DSWActor* actor)
{
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{
SpawnUser(actor,COOLIE_RUN_R0,s_CoolieRun[0]);
actor->user.Health = HEALTH_COOLIE;
}
ChangeState(actor,s_CoolieRun[0]);
actor->user.Attrib = &CoolieAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
actor->user.StateEnd = s_CoolieDie;
actor->user.Rot = sg_CoolieRun;
EnemyDefaults(actor, &CoolieActionSet, &CooliePersonality);
actor->spr.scale = DVector2(0.65625, 0.65625);
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NewCoolg(DSWActor*);
int SpawnCoolg(DSWActor* actor)
{
// Don't do a ghost every time
if (RandomRange(1000) > 700 || Skill < MinEnemySkill - 1)
{
return(0);
}
NewCoolg(actor);
PlaySpriteSound(actor,attr_extra1,v3df_follow);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int CooliePain(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
if (!(actor->user.Flags & SPR_CLIMBING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NullCoolie(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
if (!(actor->user.Flags & SPR_CLIMBING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolieMove(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
if (actor->user.track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
(*actor->user.ActorActionFunc)(actor);
KeepActorOnFloor(actor);
if (DoActorSectorDamage(actor))
{
return 0;
}
if ((actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length() < 75)
{
UpdateSinglePlayKills(actor);
DoActorDie(actor, actor, 0);
return 0;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitCoolieCharge(DSWActor* actor)
{
if (RANDOM_P2(1024) > 950)
PlaySound(DIGI_COOLIESCREAM, actor, v3df_follow);
DoActorSetSpeed(actor, FAST_SPEED);
InitActorMoveCloser(actor);
NewStateGroup(actor, sg_CoolieCharge);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolieWaitBirth(DSWActor* actor)
{
if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
{
ChangeState(actor,&s_CoolieDie[9]);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_code saveable_coolie_code[] =
{
SAVE_CODE(SpawnCoolg),
SAVE_CODE(CooliePain),
SAVE_CODE(NullCoolie),
SAVE_CODE(DoCoolieMove),
SAVE_CODE(InitCoolieCharge),
SAVE_CODE(DoCoolieWaitBirth),
};
static saveable_data saveable_coolie_data[] =
{
SAVE_DATA(CoolieBattle),
SAVE_DATA(CoolieOffense),
SAVE_DATA(CoolieBroadcast),
SAVE_DATA(CoolieSurprised),
SAVE_DATA(CoolieEvasive),
SAVE_DATA(CoolieLostTarget),
SAVE_DATA(CoolieCloseRange),
SAVE_DATA(CooliePersonality),
SAVE_DATA(CoolieAttrib),
SAVE_DATA(s_CoolieRun),
SAVE_DATA(sg_CoolieRun),
SAVE_DATA(s_CoolieCharge),
SAVE_DATA(sg_CoolieCharge),
SAVE_DATA(s_CoolieStand),
SAVE_DATA(sg_CoolieStand),
SAVE_DATA(s_CooliePain),
SAVE_DATA(sg_CooliePain),
SAVE_DATA(s_CoolieDie),
SAVE_DATA(sg_CoolieDie),
SAVE_DATA(s_CoolieDead),
SAVE_DATA(sg_CoolieDead),
SAVE_DATA(CoolieActionSet),
};
saveable_module saveable_coolie =
{
// code
saveable_coolie_code,
SIZ(saveable_coolie_code),
// data
saveable_coolie_data,
SIZ(saveable_coolie_data)
};
END_SW_NS