//------------------------------------------------------------------------- /* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include #include #include "build.h" #include "proto.h" #include "keys.h" #include "names2.h" #include "game.h" #include "tags.h" #include "ai.h" #include "def.h" DECISION EelBattle[] = { {649, InitActorMoveCloser }, {650, InitActorAlertNoise }, {1024, InitActorMoveCloser } }; DECISION EelOffense[] = { {649, InitActorMoveCloser }, {750, InitActorAlertNoise }, {1024, InitActorMoveCloser } }; DECISION EelBroadcast[] = { {3, InitActorAlertNoise }, {6, InitActorAmbientNoise }, {1024, InitActorDecide } }; DECISION EelSurprised[] = { {701, InitActorMoveCloser }, {1024, InitActorDecide } }; DECISION EelEvasive[] = { { 790, InitActorRunAway }, {1024, InitActorMoveCloser }, }; DECISION EelLostTarget[] = { {900, InitActorFindPlayer }, {1024, InitActorWanderAround } }; DECISION EelCloseRange[] = { {950, InitActorAttack }, {1024, InitActorReposition } }; ANIMATOR InitEelFire; DECISION EelTouchTarget[] = { {1024, InitActorAttack }, }; PERSONALITY EelPersonality = { EelBattle, EelOffense, EelBroadcast, EelSurprised, EelEvasive, EelLostTarget, EelCloseRange, EelTouchTarget }; ATTRIBUTE EelAttrib = { {100, 110, 120, 130}, // Speeds {3, 0, -2, -3}, // Tic Adjusts 3, // MaxWeapons; {0, 0, 0, 0, 0, 0, 0,0,0,0} }; ////////////////////// // EEL RUN ////////////////////// #define EEL_RUN_RATE 20 ANIMATOR DoEelMove,NullAnimator,DoStayOnFloor, DoActorDebris, NullEel; STATE s_EelRun[5][4] = { { {EEL_RUN_R0 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][1]}, {EEL_RUN_R0 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][2]}, {EEL_RUN_R0 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][3]}, {EEL_RUN_R0 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][0]}, }, { {EEL_RUN_R1 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][1]}, {EEL_RUN_R1 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][2]}, {EEL_RUN_R1 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][3]}, {EEL_RUN_R1 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][0]}, }, { {EEL_RUN_R2 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][1]}, {EEL_RUN_R2 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][2]}, {EEL_RUN_R2 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][3]}, {EEL_RUN_R2 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][0]}, }, { {EEL_RUN_R3 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][1]}, {EEL_RUN_R3 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][2]}, {EEL_RUN_R3 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][3]}, {EEL_RUN_R3 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][0]}, }, { {EEL_RUN_R4 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][1]}, {EEL_RUN_R4 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][2]}, {EEL_RUN_R4 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][3]}, {EEL_RUN_R4 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][0]}, } }; STATEp sg_EelRun[] = { &s_EelRun[0][0], &s_EelRun[1][0], &s_EelRun[2][0], &s_EelRun[3][0], &s_EelRun[4][0] }; ////////////////////// // // EEL STAND // ////////////////////// STATE s_EelStand[5][1] = { { {EEL_RUN_R0 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[0][0]}, }, { {EEL_RUN_R1 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[1][0]}, }, { {EEL_RUN_R2 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[2][0]}, }, { {EEL_RUN_R3 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[3][0]}, }, { {EEL_RUN_R4 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[4][0]}, } }; STATEp sg_EelStand[] = { &s_EelStand[0][0], &s_EelStand[1][0], &s_EelStand[2][0], &s_EelStand[3][0], &s_EelStand[4][0] }; ////////////////////// // // EEL FIRE // ////////////////////// ANIMATOR InitEelFire, EelShock; #define EEL_FIRE_RATE 12 STATE s_EelAttack[5][7] = { { {EEL_FIRE_R0 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][1]}, {EEL_FIRE_R0 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][2]}, {EEL_FIRE_R0 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][3]}, {EEL_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[0][4]}, {EEL_FIRE_R0 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[0][5]}, {EEL_FIRE_R0 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[0][6]}, {EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[0][6]} }, { {EEL_FIRE_R1 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][1]}, {EEL_FIRE_R1 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][2]}, {EEL_FIRE_R1 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][3]}, {EEL_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[1][5]}, {EEL_FIRE_R1 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[1][6]}, {EEL_FIRE_R1 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[1][7]}, {EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[1][7]} }, { {EEL_FIRE_R2 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][1]}, {EEL_FIRE_R2 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][2]}, {EEL_FIRE_R2 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][3]}, {EEL_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[2][4]}, {EEL_FIRE_R2 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[2][5]}, {EEL_FIRE_R2 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[2][6]}, {EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[2][6]} }, { {EEL_RUN_R3 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][1]}, {EEL_RUN_R3 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][2]}, {EEL_RUN_R3 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][3]}, {EEL_RUN_R3 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[3][4]}, {EEL_RUN_R3 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[3][5]}, {EEL_RUN_R3 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[3][6]}, {EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[3][6]} }, { {EEL_RUN_R4 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][1]}, {EEL_RUN_R4 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][2]}, {EEL_RUN_R4 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][3]}, {EEL_RUN_R4 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[4][4]}, {EEL_RUN_R4 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[4][5]}, {EEL_RUN_R4 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[4][6]}, {EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[4][6]} } }; STATEp sg_EelAttack[] = { &s_EelAttack[0][0], &s_EelAttack[1][0], &s_EelAttack[2][0], &s_EelAttack[3][0], &s_EelAttack[4][0] }; ////////////////////// // // EEL DIE // ////////////////////// #define EEL_DIE_RATE 20 ANIMATOR DoEelDeath; STATE s_EelDie[] = { {EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[1]}, {EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[2]}, {EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[3]}, {EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[4]}, {EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[5]}, {EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[5]}, }; STATEp sg_EelDie[] = { s_EelDie }; STATE s_EelDead[] = { // {EEL_DEAD, SF_QUICK_CALL , QueueFloorBlood, &s_EelDead[1]}, {EEL_DEAD, EEL_DIE_RATE, DoActorDebris, &s_EelDead[0]}, }; STATEp sg_EelDead[] = { s_EelDead }; /* 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 EelActionSet = { {sg_EelStand}, sg_EelRun, NULL, NULL, NULL, sg_EelRun, NULL, NULL, sg_EelStand, NULL, NULL,//climb sg_EelStand,//pain sg_EelDie, NULL, sg_EelDead, NULL, NULL, {sg_EelAttack}, {1024}, {sg_EelAttack}, {1024} }; void EelCommon(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; sp->clipdist = (100) >> 2; u->floor_dist = Z(16); u->floor_dist = Z(16); u->ceiling_dist = Z(20); u->sz = sp->z; sp->xrepeat = 35; sp->yrepeat = 27; u->Radius = 400; } int SetupEel(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u; ANIMATOR DoActorDecide; if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) { u = User[SpriteNum]; ASSERT(u); } else { User[SpriteNum] = u = SpawnUser(SpriteNum,EEL_RUN_R0,s_EelRun[0]); u->Health = 40; } ChangeState(SpriteNum, s_EelRun[0]); u->Attrib = &EelAttrib; DoActorSetSpeed(SpriteNum, NORM_SPEED); u->StateEnd = s_EelDie; u->Rot = sg_EelRun; EnemyDefaults(SpriteNum, &EelActionSet, &EelPersonality); SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE); EelCommon(SpriteNum); RESET(u->Flags, SPR_SHADOW); // Turn off shadows u->zclip = Z(8); return(0); } #if 0 int NewEel(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; USERp nu; SPRITEp np; ANIMATOR DoActorDecide; short new; new = SpawnSprite(STAT_ENEMY, EEL_RUN_R0, &s_EelBirth, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50); nu = User[new]; np = &sprite[new]; ChangeState(new, &s_EelBirth); nu->StateEnd = s_EelDie; nu->Rot = sg_EelRun; np->pal = nu->spal = u->spal; nu->ActorActionSet = &EelActionSet; np->shade = sp->shade; EelCommon(new); return(0); } #endif int NullEel(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(SpriteNum); DoEelMatchPlayerZ(SpriteNum); DoActorSectorDamage(SpriteNum); return(0); } int DoEelMatchPlayerZ(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; SPRITEp tsp = User[SpriteNum]->tgt_sp; long zdiff,zdist; long loz,hiz; long dist,a,b,c; long bound; if (FAF_ConnectArea(sp->sectnum)) { if (u->hi_sectp) { u->hiz = sector[sp->sectnum].ceilingz + Z(16); u->hi_sectp = §or[sp->sectnum]; } else { if (u->hiz < sector[sp->sectnum].ceilingz + Z(16)) u->hiz = sector[sp->sectnum].ceilingz + Z(16); } } // actor does a sine wave about u->sz - this is the z mid point zdiff = (SPRITEp_BOS(tsp) - Z(8)) - u->sz; // check z diff of the player and the sprite zdist = Z(20 + RANDOM_RANGE(64)); // put a random amount if (labs(zdiff) > zdist) { if (zdiff > 0) // manipulate the z midpoint u->sz += 160 * ACTORMOVETICS; else u->sz -= 160 * ACTORMOVETICS; } #define EEL_BOB_AMT (Z(4)) // save off lo and hi z loz = u->loz; hiz = u->hiz; // adjust loz/hiz for water depth if (u->lo_sectp && SectUser[u->lo_sectp - sector] && SectUser[u->lo_sectp - sector]->depth) loz -= Z(SectUser[u->lo_sectp - sector]->depth) - Z(8); // lower bound if (u->lo_sp && u->tgt_sp == u->hi_sp) { DISTANCE(sp->x, sp->y, u->lo_sp->x, u->lo_sp->y, dist, a, b, c); if(dist <= 300) bound = u->sz; else bound = loz - u->floor_dist; } else bound = loz - u->floor_dist - EEL_BOB_AMT; if (u->sz > bound) { u->sz = bound; } // upper bound if (u->hi_sp && u->tgt_sp == u->hi_sp) { DISTANCE(sp->x, sp->y, u->hi_sp->x, u->hi_sp->y, dist, a, b, c); if(dist <= 300) bound = u->sz; else bound = hiz + u->ceiling_dist; } else bound = hiz + u->ceiling_dist + EEL_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) + (ACTORMOVETICS << 1)) & 2047; sp->z = u->sz + ((EEL_BOB_AMT * (long)sintable[u->Counter]) >> 14); bound = u->hiz + u->ceiling_dist + EEL_BOB_AMT; if (sp->z < bound) { // bumped something sp->z = u->sz = bound + EEL_BOB_AMT; } return(0); } int DoEelDeath(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; long nx, ny; if (TEST(u->Flags, SPR_FALLING)) { DoFall(SpriteNum); } else { DoFindGroundPoint(SpriteNum); u->floor_dist = 0; DoBeginFall(SpriteNum); } if (TEST(u->Flags, SPR_SLIDING)) DoActorSlide(SpriteNum); // slide while falling nx = sp->xvel * (long) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; ny = sp->xvel * (long) sintable[sp->ang] >> 14; u->ret = move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS); DoFindGroundPoint(SpriteNum); // on the ground if (sp->z >= u->loz) { RESET(u->Flags, SPR_FALLING|SPR_SLIDING); if(RANDOM_RANGE(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_XFLIP); if(RANDOM_RANGE(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); NewStateGroup(SpriteNum, u->ActorActionSet->Dead); return(0); } return(0); } int DoEelMove(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; ASSERT(u->Rot != NULL); if (SpriteOverlap(SpriteNum, u->tgt_sp - sprite)) NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]); if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(SpriteNum); if (u->track >= 0) ActorFollowTrack(SpriteNum, ACTORMOVETICS); else (*u->ActorActionFunc)(SpriteNum); //if (TEST_SYNC_KEY((Player+myconnectindex), SK_OPERATE)) // CON_Message("Stop"); DoEelMatchPlayerZ(SpriteNum); DoActorSectorDamage(SpriteNum); return(0); }