1 //-------------------------------------------------------------------------
2 /*
3 Copyright (C) 1997, 2005 - 3D Realms Entertainment
4
5 This file is part of Shadow Warrior version 1.2
6
7 Shadow Warrior is free software; you can redistribute it and/or
8 modify it under the terms of the GNU General Public License
9 as published by the Free Software Foundation; either version 2
10 of the License, or (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15
16 See the GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
21
22 Original Source: 1997 - Frank Maddin and Jim Norwood
23 Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
24 */
25 //-------------------------------------------------------------------------
26 #include "build.h"
27
28 #include "keys.h"
29 #include "names2.h"
30 #include "panel.h"
31 #include "game.h"
32 #include "tags.h"
33 #include "ai.h"
34 #include "pal.h"
35 #include "actor.h"
36 #include "sprite.h"
37 #include "track.h"
38 #include "fx_man.h"
39
40 ANIMATOR InitRipper2Hang;
41 ANIMATOR DoActorMoveJump;
42 ANIMATOR DoRipper2MoveJump;
43 ANIMATOR DoRipper2HangJF;
44 ANIMATOR DoRipper2QuickJump;
45 ANIMATOR InitRipper2Charge;
46
47 DECISION Ripper2Battle[] =
48 {
49 {879, InitRipper2Charge},
50 {883, InitActorAttackNoise},
51 {900, InitRipper2Hang},
52 {1024, InitActorAttack}
53 };
54
55 DECISION Ripper2Offense[] =
56 {
57 {789, InitActorMoveCloser},
58 {790, InitActorAttackNoise},
59 {800, InitRipper2Hang},
60 {1024, InitActorAttack}
61 };
62
63 DECISION Ripper2Broadcast[] =
64 {
65 {3, InitActorAmbientNoise},
66 {1024, InitActorDecide}
67 };
68
69 DECISION Ripper2Surprised[] =
70 {
71 {40, InitRipper2Hang},
72 {701, InitActorMoveCloser},
73 {1024, InitActorDecide}
74 };
75
76 DECISION Ripper2Evasive[] =
77 {
78 {10, InitActorMoveCloser},
79 {1024, InitRipper2Charge}
80 };
81
82 DECISION Ripper2LostTarget[] =
83 {
84 {900, InitActorFindPlayer},
85 {1024, InitActorWanderAround}
86 };
87
88 DECISION Ripper2CloseRange[] =
89 {
90 {1024, InitActorAttack }
91 };
92
93 PERSONALITY Ripper2Personality =
94 {
95 Ripper2Battle,
96 Ripper2Offense,
97 Ripper2Broadcast,
98 Ripper2Surprised,
99 Ripper2Evasive,
100 Ripper2LostTarget,
101 Ripper2CloseRange,
102 Ripper2CloseRange
103 };
104
105 ATTRIBUTE Ripper2Attrib =
106 {
107 {100, 120, 300, 380}, // Speeds
108 {5, 0, -2, -4}, // Tic Adjusts
109 3, // MaxWeapons;
110 {
111 DIGI_RIPPER2AMBIENT, DIGI_RIPPER2ALERT, DIGI_RIPPER2ATTACK,
112 DIGI_RIPPER2PAIN, DIGI_RIPPER2SCREAM, DIGI_RIPPER2HEARTOUT,
113 0,0,0,0
114 }
115 };
116
117 //////////////////////
118 //
119 // RIPPER2 RUN
120 //
121 //////////////////////
122
123 #define RIPPER2_RUN_RATE 16
124
125 ANIMATOR DoRipper2Move, NullRipper2, DoActorDebris;
126
127 STATE s_Ripper2Run[5][4] =
128 {
129 {
130 {RIPPER2_RUN_R0 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][1]},
131 {RIPPER2_RUN_R0 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][2]},
132 {RIPPER2_RUN_R0 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][3]},
133 {RIPPER2_RUN_R0 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][0]},
134 },
135 {
136 {RIPPER2_RUN_R1 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][1]},
137 {RIPPER2_RUN_R1 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][2]},
138 {RIPPER2_RUN_R1 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][3]},
139 {RIPPER2_RUN_R1 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][0]},
140 },
141 {
142 {RIPPER2_RUN_R2 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][1]},
143 {RIPPER2_RUN_R2 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][2]},
144 {RIPPER2_RUN_R2 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][3]},
145 {RIPPER2_RUN_R2 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][0]},
146 },
147 {
148 {RIPPER2_RUN_R3 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][1]},
149 {RIPPER2_RUN_R3 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][2]},
150 {RIPPER2_RUN_R3 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][3]},
151 {RIPPER2_RUN_R3 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][0]},
152 },
153 {
154 {RIPPER2_RUN_R4 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][1]},
155 {RIPPER2_RUN_R4 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][2]},
156 {RIPPER2_RUN_R4 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][3]},
157 {RIPPER2_RUN_R4 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][0]},
158 }
159 };
160
161
162 STATEp sg_Ripper2Run[] =
163 {
164 &s_Ripper2Run[0][0],
165 &s_Ripper2Run[1][0],
166 &s_Ripper2Run[2][0],
167 &s_Ripper2Run[3][0],
168 &s_Ripper2Run[4][0]
169 };
170
171 //////////////////////
172 //
173 // RIPPER2 RUNFAST
174 //
175 //////////////////////
176
177 #define RIPPER2_RUNFAST_RATE 14
178
179 ANIMATOR NullRipper2, DoActorDebris;
180
181 STATE s_Ripper2RunFast[5][4] =
182 {
183 {
184 {RIPPER2_RUNFAST_R0 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][1]},
185 {RIPPER2_RUNFAST_R0 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][2]},
186 {RIPPER2_RUNFAST_R0 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][3]},
187 {RIPPER2_RUNFAST_R0 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][0]},
188 },
189 {
190 {RIPPER2_RUNFAST_R1 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][1]},
191 {RIPPER2_RUNFAST_R1 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][2]},
192 {RIPPER2_RUNFAST_R1 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][3]},
193 {RIPPER2_RUNFAST_R1 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][0]},
194 },
195 {
196 {RIPPER2_RUNFAST_R2 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][1]},
197 {RIPPER2_RUNFAST_R2 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][2]},
198 {RIPPER2_RUNFAST_R2 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][3]},
199 {RIPPER2_RUNFAST_R2 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][0]},
200 },
201 {
202 {RIPPER2_RUNFAST_R3 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][1]},
203 {RIPPER2_RUNFAST_R3 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][2]},
204 {RIPPER2_RUNFAST_R3 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][3]},
205 {RIPPER2_RUNFAST_R3 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][0]},
206 },
207 {
208 {RIPPER2_RUNFAST_R4 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][1]},
209 {RIPPER2_RUNFAST_R4 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][2]},
210 {RIPPER2_RUNFAST_R4 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][3]},
211 {RIPPER2_RUNFAST_R4 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][0]},
212 }
213 };
214
215
216 STATEp sg_Ripper2RunFast[] =
217 {
218 &s_Ripper2RunFast[0][0],
219 &s_Ripper2RunFast[1][0],
220 &s_Ripper2RunFast[2][0],
221 &s_Ripper2RunFast[3][0],
222 &s_Ripper2RunFast[4][0]
223 };
224
225 //////////////////////
226 //
227 // RIPPER2 STAND
228 //
229 //////////////////////
230
231 #define RIPPER2_STAND_RATE 12
232
233 STATE s_Ripper2Stand[5][1] =
234 {
235 {
236 {RIPPER2_STAND_R0 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[0][0]},
237 },
238 {
239 {RIPPER2_STAND_R1 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[1][0]},
240 },
241 {
242 {RIPPER2_STAND_R2 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[2][0]},
243 },
244 {
245 {RIPPER2_STAND_R3 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[3][0]},
246 },
247 {
248 {RIPPER2_STAND_R4 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[4][0]},
249 },
250 };
251
252 STATEp sg_Ripper2Stand[] =
253 {
254 s_Ripper2Stand[0],
255 s_Ripper2Stand[1],
256 s_Ripper2Stand[2],
257 s_Ripper2Stand[3],
258 s_Ripper2Stand[4]
259 };
260
261 //////////////////////
262 //
263 // RIPPER2 SWIPE
264 //
265 //////////////////////
266
267 #define RIPPER2_SWIPE_RATE 14
268 ANIMATOR InitActorDecide;
269 ANIMATOR InitRipperSlash;
270
271 STATE s_Ripper2Swipe[5][8] =
272 {
273 {
274 {RIPPER2_SWIPE_R0 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][1]},
275 {RIPPER2_SWIPE_R0 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][2]},
276 {RIPPER2_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[0][3]},
277 {RIPPER2_SWIPE_R0 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][4]},
278 {RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][5]},
279 {RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[0][6]},
280 {RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[0][7]},
281 {RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[0][7]},
282 },
283 {
284 {RIPPER2_SWIPE_R1 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][1]},
285 {RIPPER2_SWIPE_R1 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][2]},
286 {RIPPER2_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[1][3]},
287 {RIPPER2_SWIPE_R1 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][4]},
288 {RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][5]},
289 {RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[1][6]},
290 {RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[1][7]},
291 {RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[1][7]},
292 },
293 {
294 {RIPPER2_SWIPE_R2 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][1]},
295 {RIPPER2_SWIPE_R2 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][2]},
296 {RIPPER2_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[2][3]},
297 {RIPPER2_SWIPE_R2 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][4]},
298 {RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][5]},
299 {RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[2][6]},
300 {RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[2][7]},
301 {RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[2][7]},
302 },
303 {
304 {RIPPER2_SWIPE_R3 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][1]},
305 {RIPPER2_SWIPE_R3 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][2]},
306 {RIPPER2_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[3][3]},
307 {RIPPER2_SWIPE_R3 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][4]},
308 {RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][5]},
309 {RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[3][6]},
310 {RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[3][7]},
311 {RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[3][7]},
312 },
313 {
314 {RIPPER2_SWIPE_R4 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][1]},
315 {RIPPER2_SWIPE_R4 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][2]},
316 {RIPPER2_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[4][3]},
317 {RIPPER2_SWIPE_R4 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][4]},
318 {RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][5]},
319 {RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[4][6]},
320 {RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[4][7]},
321 {RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[4][7]},
322 }
323 };
324
325
326 STATEp sg_Ripper2Swipe[] =
327 {
328 &s_Ripper2Swipe[0][0],
329 &s_Ripper2Swipe[1][0],
330 &s_Ripper2Swipe[2][0],
331 &s_Ripper2Swipe[3][0],
332 &s_Ripper2Swipe[4][0]
333 };
334
335 //////////////////////
336 //
337 // RIPPER2 KONG
338 //
339 //////////////////////
340
341 #define RIPPER2_MEKONG_RATE 18
342 ANIMATOR InitActorDecide, ChestRipper2;
343
344 STATE s_Ripper2Kong[5][7] =
345 {
346 {
347 {RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][1]},
348 {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[0][2]},
349 {RIPPER2_MEKONG_R0 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][3]},
350 {RIPPER2_MEKONG_R0 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][4]},
351 {RIPPER2_MEKONG_R0 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][5]},
352 {RIPPER2_MEKONG_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[0][6]},
353 {RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[0][6]},
354 },
355 {
356 {RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][1]},
357 {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[1][2]},
358 {RIPPER2_MEKONG_R1 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][3]},
359 {RIPPER2_MEKONG_R1 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][4]},
360 {RIPPER2_MEKONG_R1 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][5]},
361 {RIPPER2_MEKONG_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[1][6]},
362 {RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[1][6]},
363 },
364 {
365 {RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][1]},
366 {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[2][2]},
367 {RIPPER2_MEKONG_R2 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][3]},
368 {RIPPER2_MEKONG_R2 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][4]},
369 {RIPPER2_MEKONG_R2 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][5]},
370 {RIPPER2_MEKONG_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[2][6]},
371 {RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[2][6]},
372 },
373 {
374 {RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][1]},
375 {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[3][2]},
376 {RIPPER2_MEKONG_R3 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][3]},
377 {RIPPER2_MEKONG_R3 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][4]},
378 {RIPPER2_MEKONG_R3 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][5]},
379 {RIPPER2_MEKONG_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[3][6]},
380 {RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[3][6]},
381 },
382 {
383 {RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][1]},
384 {RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[4][2]},
385 {RIPPER2_MEKONG_R4 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][3]},
386 {RIPPER2_MEKONG_R4 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][4]},
387 {RIPPER2_MEKONG_R4 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][5]},
388 {RIPPER2_MEKONG_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[4][6]},
389 {RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[4][6]},
390 }
391 };
392
393
394 STATEp sg_Ripper2Kong[] =
395 {
396 &s_Ripper2Kong[0][0],
397 &s_Ripper2Kong[1][0],
398 &s_Ripper2Kong[2][0],
399 &s_Ripper2Kong[3][0],
400 &s_Ripper2Kong[4][0]
401 };
402
403
404 //////////////////////
405 //
406 // RIPPER2 HEART - show players heart
407 //
408 //////////////////////
409
410 #define RIPPER2_HEART_RATE 20
411 ANIMATOR DoRipper2StandHeart;
412
413 STATE s_Ripper2Heart[5][4] =
414 {
415 {
416 {RIPPER2_HEART_R0 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[0][1]},
417 {RIPPER2_HEART_R0 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[0][0]},
418 },
419 {
420 {RIPPER2_HEART_R1 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[1][1]},
421 {RIPPER2_HEART_R1 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[1][0]},
422 },
423 {
424 {RIPPER2_HEART_R2 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[2][1]},
425 {RIPPER2_HEART_R2 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[2][0]},
426 },
427 {
428 {RIPPER2_HEART_R3 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[3][1]},
429 {RIPPER2_HEART_R3 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[3][0]},
430 },
431 {
432 {RIPPER2_HEART_R4 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[4][1]},
433 {RIPPER2_HEART_R4 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[4][0]},
434 }
435 };
436
437
438 STATEp sg_Ripper2Heart[] =
439 {
440 &s_Ripper2Heart[0][0],
441 &s_Ripper2Heart[1][0],
442 &s_Ripper2Heart[2][0],
443 &s_Ripper2Heart[3][0],
444 &s_Ripper2Heart[4][0]
445 };
446
447 //////////////////////
448 //
449 // RIPPER2 HANG
450 //
451 //////////////////////
452
453 #define RIPPER2_HANG_RATE 14
454 ANIMATOR DoRipper2Hang;
455
456 STATE s_Ripper2Hang[5][4] =
457 {
458 {
459 {RIPPER2_HANG_R0, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[0][0]},
460 },
461 {
462 {RIPPER2_HANG_R1, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[1][0]},
463 },
464 {
465 {RIPPER2_HANG_R2, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[2][0]},
466 },
467 {
468 {RIPPER2_HANG_R3, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[3][0]},
469 },
470 {
471 {RIPPER2_HANG_R4, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[4][0]},
472 }
473 };
474
475
476 STATEp sg_Ripper2Hang[] =
477 {
478 &s_Ripper2Hang[0][0],
479 &s_Ripper2Hang[1][0],
480 &s_Ripper2Hang[2][0],
481 &s_Ripper2Hang[3][0],
482 &s_Ripper2Hang[4][0]
483 };
484
485
486 //////////////////////
487 //
488 // RIPPER2 PAIN
489 //
490 //////////////////////
491
492 #define RIPPER2_PAIN_RATE 38
493 ANIMATOR DoRipper2Pain;
494
495 STATE s_Ripper2Pain[5][1] =
496 {
497 {
498 {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[0][0]},
499 },
500 {
501 {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[1][0]},
502 },
503 {
504 {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[2][0]},
505 },
506 {
507 {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[3][0]},
508 },
509 {
510 {4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[4][0]},
511 }
512 };
513
514 STATEp sg_Ripper2Pain[] =
515 {
516 &s_Ripper2Pain[0][0],
517 &s_Ripper2Pain[1][0],
518 &s_Ripper2Pain[2][0],
519 &s_Ripper2Pain[3][0],
520 &s_Ripper2Pain[4][0]
521 };
522
523 //////////////////////
524 //
525 // RIPPER2 JUMP
526 //
527 //////////////////////
528
529 #define RIPPER2_JUMP_RATE 25
530
531 STATE s_Ripper2Jump[5][6] =
532 {
533 {
534 {RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[0][1]},
535 {RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[0][1]},
536 },
537 {
538 {RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[1][1]},
539 {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[1][1]},
540 },
541 {
542 {RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[2][1]},
543 {RIPPER2_JUMP_R2 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[2][1]},
544 },
545 {
546 {RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[3][1]},
547 {RIPPER2_JUMP_R3 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[3][1]},
548 },
549 {
550 {RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[4][1]},
551 {RIPPER2_JUMP_R4 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[4][1]},
552 }
553 };
554
555
556 STATEp sg_Ripper2Jump[] =
557 {
558 &s_Ripper2Jump[0][0],
559 &s_Ripper2Jump[1][0],
560 &s_Ripper2Jump[2][0],
561 &s_Ripper2Jump[3][0],
562 &s_Ripper2Jump[4][0]
563 };
564
565
566 //////////////////////
567 //
568 // RIPPER2 FALL
569 //
570 //////////////////////
571
572 #define RIPPER2_FALL_RATE 25
573
574 STATE s_Ripper2Fall[5][6] =
575 {
576 {
577 {RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[0][0]},
578 },
579 {
580 {RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[1][0]},
581 },
582 {
583 {RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[2][0]},
584 },
585 {
586 {RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[3][0]},
587 },
588 {
589 {RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[4][0]},
590 }
591 };
592
593
594 STATEp sg_Ripper2Fall[] =
595 {
596 &s_Ripper2Fall[0][0],
597 &s_Ripper2Fall[1][0],
598 &s_Ripper2Fall[2][0],
599 &s_Ripper2Fall[3][0],
600 &s_Ripper2Fall[4][0]
601 };
602
603
604 //////////////////////
605 //
606 // RIPPER2 JUMP ATTACK
607 //
608 //////////////////////
609
610 #define RIPPER2_JUMP_ATTACK_RATE 35
611 int DoRipper2BeginJumpAttack(short SpriteNum);
612
613 STATE s_Ripper2JumpAttack[5][6] =
614 {
615 {
616 {RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[0][1]},
617 {RIPPER2_JUMP_R0 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[0][2]},
618 {RIPPER2_JUMP_R0 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[0][3]},
619 {RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[0][3]},
620 },
621 {
622 {RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[1][1]},
623 {RIPPER2_JUMP_R1 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[1][2]},
624 {RIPPER2_JUMP_R1 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[1][3]},
625 {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[1][3]},
626 },
627 {
628 {RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[2][1]},
629 {RIPPER2_JUMP_R2 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[2][2]},
630 {RIPPER2_JUMP_R2 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[2][3]},
631 {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[2][3]},
632 },
633 {
634 {RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[3][1]},
635 {RIPPER2_JUMP_R3 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[3][2]},
636 {RIPPER2_JUMP_R3 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[3][3]},
637 {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[3][3]},
638 },
639 {
640 {RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[4][1]},
641 {RIPPER2_JUMP_R4 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[4][2]},
642 {RIPPER2_JUMP_R4 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[4][3]},
643 {RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[4][3]},
644 }
645 };
646
647
648 STATEp sg_Ripper2JumpAttack[] =
649 {
650 &s_Ripper2JumpAttack[0][0],
651 &s_Ripper2JumpAttack[1][0],
652 &s_Ripper2JumpAttack[2][0],
653 &s_Ripper2JumpAttack[3][0],
654 &s_Ripper2JumpAttack[4][0]
655 };
656
657
658 //////////////////////
659 //
660 // RIPPER2 HANG_JUMP
661 //
662 //////////////////////
663
664 #define RIPPER2_HANG_JUMP_RATE 20
665
666 STATE s_Ripper2HangJump[5][6] =
667 {
668 {
669 {RIPPER2_JUMP_R0 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[0][1]},
670 {RIPPER2_JUMP_R0 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[0][1]},
671 },
672 {
673 {RIPPER2_JUMP_R1 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[1][1]},
674 {RIPPER2_JUMP_R1 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[1][1]},
675 },
676 {
677 {RIPPER2_JUMP_R2 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[2][1]},
678 {RIPPER2_JUMP_R2 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[2][1]},
679 },
680 {
681 {RIPPER2_JUMP_R3 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[3][1]},
682 {RIPPER2_JUMP_R3 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[3][1]},
683 },
684 {
685 {RIPPER2_JUMP_R4 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[4][1]},
686 {RIPPER2_JUMP_R4 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[4][1]},
687 }
688 };
689
690
691 STATEp sg_Ripper2HangJump[] =
692 {
693 &s_Ripper2HangJump[0][0],
694 &s_Ripper2HangJump[1][0],
695 &s_Ripper2HangJump[2][0],
696 &s_Ripper2HangJump[3][0],
697 &s_Ripper2HangJump[4][0]
698 };
699
700 //////////////////////
701 //
702 // RIPPER2 HANG_FALL
703 //
704 //////////////////////
705
706 #define RIPPER2_FALL_RATE 25
707
708 STATE s_Ripper2HangFall[5][6] =
709 {
710 {
711 {RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[0][0]},
712 },
713 {
714 {RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[1][0]},
715 },
716 {
717 {RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[2][0]},
718 },
719 {
720 {RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[3][0]},
721 },
722 {
723 {RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[4][0]},
724 }
725 };
726
727
728 STATEp sg_Ripper2HangFall[] =
729 {
730 &s_Ripper2HangFall[0][0],
731 &s_Ripper2HangFall[1][0],
732 &s_Ripper2HangFall[2][0],
733 &s_Ripper2HangFall[3][0],
734 &s_Ripper2HangFall[4][0]
735 };
736
737
738
739 //////////////////////
740 //
741 // RIPPER2 DIE
742 //
743 //////////////////////
744
745 #define RIPPER2_DIE_RATE 18
746
747 STATE s_Ripper2Die[] =
748 {
749 {RIPPER2_DIE + 0, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[1]},
750 {RIPPER2_DIE + 1, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[2]},
751 {RIPPER2_DIE + 2, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[3]},
752 {RIPPER2_DIE + 3, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[4]},
753 {RIPPER2_DIE + 4, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[5]},
754 {RIPPER2_DIE + 5, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[6]},
755 {RIPPER2_DIE + 6, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[7]},
756 {RIPPER2_DEAD, RIPPER2_DIE_RATE, DoActorDebris, &s_Ripper2Die[7]},
757 };
758
759 #define RIPPER2_DEAD_RATE 8
760
761 STATE s_Ripper2Dead[] =
762 {
763 {RIPPER2_DIE + 0, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[1]},
764 {RIPPER2_DIE + 1, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[2]},
765 {RIPPER2_DIE + 2, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[3]},
766 {RIPPER2_DIE + 3, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[4]},
767 {RIPPER2_DIE + 4, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[5]},
768 {RIPPER2_DIE + 5, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[6]},
769 {RIPPER2_DIE + 6, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[7]},
770 {RIPPER2_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_Ripper2Dead[8]},
771 {RIPPER2_DEAD, RIPPER2_DEAD_RATE, DoActorDebris, &s_Ripper2Dead[8]},
772 };
773
774 STATEp sg_Ripper2Die[] =
775 {
776 s_Ripper2Die
777 };
778
779 STATEp sg_Ripper2Dead[] =
780 {
781 s_Ripper2Dead
782 };
783
784 STATE s_Ripper2DeathJump[] =
785 {
786 {RIPPER2_DIE + 0, RIPPER2_DIE_RATE, DoActorDeathMove, &s_Ripper2DeathJump[0]}
787 };
788
789 STATE s_Ripper2DeathFall[] =
790 {
791 {RIPPER2_DIE + 1, RIPPER2_DIE_RATE, DoActorDeathMove, &s_Ripper2DeathFall[0]}
792 };
793
794
795 STATEp sg_Ripper2DeathJump[] =
796 {
797 s_Ripper2DeathJump
798 };
799
800 STATEp sg_Ripper2DeathFall[] =
801 {
802 s_Ripper2DeathFall
803 };
804
805
806 /*
807 STATEp *Stand[MAX_WEAPONS];
808 STATEp *Run;
809 STATEp *Jump;
810 STATEp *Fall;
811 STATEp *Crawl;
812 STATEp *Swim;
813 STATEp *Fly;
814 STATEp *Rise;
815 STATEp *Sit;
816 STATEp *Look;
817 STATEp *Climb;
818 STATEp *Pain;
819 STATEp *Death1;
820 STATEp *Death2;
821 STATEp *Dead;
822 STATEp *DeathJump;
823 STATEp *DeathFall;
824 STATEp *CloseAttack[2];
825 STATEp *Attack[6];
826 STATEp *Special[2];
827 */
828
829
830 ACTOR_ACTION_SET Ripper2ActionSet =
831 {
832 sg_Ripper2Stand,
833 sg_Ripper2Run,
834 sg_Ripper2Jump,
835 sg_Ripper2Fall,
836 NULL, // sg_Ripper2Crawl,
837 NULL, // sg_Ripper2Swim,
838 NULL, // sg_Ripper2Fly,
839 NULL, // sg_Ripper2Rise,
840 NULL, // sg_Ripper2Sit,
841 NULL, // sg_Ripper2Look,
842 NULL, // climb
843 sg_Ripper2Pain,
844 sg_Ripper2Die,
845 NULL, // sg_Ripper2HariKari,
846 sg_Ripper2Dead,
847 sg_Ripper2DeathJump,
848 sg_Ripper2DeathFall,
849 {sg_Ripper2Swipe},
850 {1024},
851 {sg_Ripper2JumpAttack, sg_Ripper2Kong},
852 {500, 1024},
853 {sg_Ripper2Heart, sg_Ripper2Hang},
854 NULL,
855 NULL
856 };
857
858 ACTOR_ACTION_SET Ripper2BrownActionSet =
859 {
860 sg_Ripper2Stand,
861 sg_Ripper2Run,
862 sg_Ripper2Jump,
863 sg_Ripper2Fall,
864 NULL, // sg_Ripper2Crawl,
865 NULL, // sg_Ripper2Swim,
866 NULL, // sg_Ripper2Fly,
867 NULL, // sg_Ripper2Rise,
868 NULL, // sg_Ripper2Sit,
869 NULL, // sg_Ripper2Look,
870 NULL, // climb
871 sg_Ripper2Pain, // pain
872 sg_Ripper2Die,
873 NULL, // sg_Ripper2HariKari,
874 sg_Ripper2Dead,
875 sg_Ripper2DeathJump,
876 sg_Ripper2DeathFall,
877 {sg_Ripper2Swipe},
878 {1024},
879 {sg_Ripper2JumpAttack, sg_Ripper2Kong},
880 {400, 1024},
881 {sg_Ripper2Heart, sg_Ripper2Hang},
882 NULL,
883 NULL
884 };
885
886 int
SetupRipper2(short SpriteNum)887 SetupRipper2(short SpriteNum)
888 {
889 SPRITEp sp = &sprite[SpriteNum];
890 USERp u;
891 ANIMATOR DoActorDecide;
892
893 if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
894 {
895 u = User[SpriteNum];
896 ASSERT(u);
897 }
898 else
899 {
900 User[SpriteNum] = u = SpawnUser(SpriteNum, RIPPER2_RUN_R0, s_Ripper2Run[0]);
901 u->Health = HEALTH_RIPPER2;
902 }
903
904 ChangeState(SpriteNum, s_Ripper2Run[0]);
905 u->Attrib = &Ripper2Attrib;
906 DoActorSetSpeed(SpriteNum, NORM_SPEED);
907 u->StateEnd = s_Ripper2Die;
908 u->Rot = sg_Ripper2Run;
909 sp->clipdist = 512 >> 2; // This actor is bigger, needs bigger box.
910 sp->xrepeat = sp->yrepeat = 55;
911
912 if (sp->pal == PALETTE_BROWN_RIPPER)
913 {
914 EnemyDefaults(SpriteNum, &Ripper2BrownActionSet, &Ripper2Personality);
915 sp->xrepeat += 40;
916 sp->yrepeat += 40;
917
918 if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
919 u->Health = HEALTH_MOMMA_RIPPER;
920
921 sp->clipdist += 128 >> 2;
922 }
923 else
924 {
925 EnemyDefaults(SpriteNum, &Ripper2ActionSet, &Ripper2Personality);
926 }
927
928 SET(u->Flags, SPR_XFLIP_TOGGLE);
929
930 return 0;
931 }
932
933 //
934 // HANGING - Jumping/Falling/Stationary
935 //
936
937 int
InitRipper2Hang(short SpriteNum)938 InitRipper2Hang(short SpriteNum)
939 {
940 SPRITEp sp = &sprite[SpriteNum];
941 USERp u = User[SpriteNum];
942 int dist;
943
944 hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
945
946 SWBOOL Found = FALSE;
947 short dang, tang;
948
949 for (dang = 0; dang < 2048; dang += 128)
950 {
951 tang = NORM_ANGLE(sp->ang + dang);
952
953 FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum, // Start position
954 sintable[NORM_ANGLE(tang + 512)], // X vector of 3D ang
955 sintable[tang], // Y vector of 3D ang
956 0, // Z vector of 3D ang
957 &hitinfo, CLIPMASK_MISSILE);
958
959 if (hitinfo.sect < 0)
960 continue;
961
962 dist = Distance(sp->x, sp->y, hitinfo.pos.x, hitinfo.pos.y);
963
964 if (hitinfo.wall < 0 || dist < 2000 || dist > 7000)
965 {
966 continue;
967 }
968
969 Found = TRUE;
970 sp->ang = tang;
971 break;
972 }
973
974 if (!Found)
975 {
976 InitActorDecide(SpriteNum);
977 return 0;
978 }
979
980 NewStateGroup(SpriteNum, sg_Ripper2HangJump);
981 u->StateFallOverride = sg_Ripper2HangFall;
982 DoActorSetSpeed(SpriteNum, FAST_SPEED);
983
984 //u->jump_speed = -800;
985 PickJumpMaxSpeed(SpriteNum, -(RANDOM_RANGE(400)+100));
986
987 SET(u->Flags, SPR_JUMPING);
988 RESET(u->Flags, SPR_FALLING);
989
990 // set up individual actor jump gravity
991 u->jump_grav = 8;
992
993 DoJump(SpriteNum);
994
995 return 0;
996 }
997
998 int
DoRipper2Hang(short SpriteNum)999 DoRipper2Hang(short SpriteNum)
1000 {
1001 USERp u = User[SpriteNum];
1002
1003 if ((u->WaitTics -= ACTORMOVETICS) > 0)
1004 return 0;
1005
1006 NewStateGroup(SpriteNum, sg_Ripper2JumpAttack);
1007 // move to the 2nd frame - past the pause frame
1008 u->Tics += u->State->Tics;
1009
1010 return 0;
1011 }
1012
1013 int
DoRipper2MoveHang(short SpriteNum)1014 DoRipper2MoveHang(short SpriteNum)
1015 {
1016 SPRITEp sp = &sprite[SpriteNum];
1017 USERp u = User[SpriteNum];
1018 int nx, ny;
1019
1020 // Move while jumping
1021 nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
1022 ny = sp->xvel * (int) sintable[sp->ang] >> 14;
1023
1024 // if cannot move the sprite
1025 if (!move_actor(SpriteNum, nx, ny, 0L))
1026 {
1027 switch (TEST(u->ret, HIT_MASK))
1028 {
1029 case HIT_WALL:
1030 {
1031 short hit_wall;
1032 short w, nw;
1033
1034 // Don't keep clinging and going ever higher!
1035 if (abs(sp->z - u->tgt_sp->z) > (4000<<4))
1036 break;
1037
1038 hit_wall = NORM_WALL(u->ret);
1039
1040 NewStateGroup(SpriteNum, u->ActorActionSet->Special[1]);
1041 if (RANDOM_P2(1024<<8)>>8 > 500)
1042 u->WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120);
1043 else
1044 u->WaitTics = 0; // Double jump
1045
1046 // hang flush with the wall
1047 w = hit_wall;
1048 nw = wall[w].point2;
1049 sp->ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y) - 512);
1050
1051 return 0;
1052 }
1053 }
1054 }
1055
1056 return 0;
1057 }
1058
1059
1060 int
DoRipper2HangJF(short SpriteNum)1061 DoRipper2HangJF(short SpriteNum)
1062 {
1063 USERp u = User[SpriteNum];
1064
1065 if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
1066 {
1067 if (TEST(u->Flags, SPR_JUMPING))
1068 DoJump(SpriteNum);
1069 else
1070 DoFall(SpriteNum);
1071 }
1072
1073 if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
1074 {
1075 if (DoRipper2QuickJump(SpriteNum))
1076 return 0;
1077
1078 InitActorDecide(SpriteNum);
1079 }
1080
1081 DoRipper2MoveHang(SpriteNum);
1082
1083 return 0;
1084
1085 }
1086
1087 //
1088 // JUMP ATTACK
1089 //
1090
1091 int
DoRipper2BeginJumpAttack(short SpriteNum)1092 DoRipper2BeginJumpAttack(short SpriteNum)
1093 {
1094 SPRITEp sp = &sprite[SpriteNum];
1095 USERp u = User[SpriteNum];
1096 SPRITEp psp = User[SpriteNum]->tgt_sp;
1097 int CanSeePlayer(short SpriteNum);
1098 short tang;
1099
1100 tang = getangle(psp->x - sp->x, psp->y - sp->y);
1101
1102 // Always jump at player if mad.
1103 //if(u->speed < FAST_SPEED)
1104 //{
1105 if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7,
1106 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS))
1107 sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256, 6) >> 6));
1108 else
1109 sp->ang = NORM_ANGLE(tang);
1110 // sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6));
1111 //} else
1112 // sp->ang = NORM_ANGLE(tang);
1113
1114
1115 DoActorSetSpeed(SpriteNum, FAST_SPEED);
1116
1117 //u->jump_speed = -800;
1118 PickJumpMaxSpeed(SpriteNum, -(RANDOM_RANGE(400)+100));
1119
1120 SET(u->Flags, SPR_JUMPING);
1121 RESET(u->Flags, SPR_FALLING);
1122
1123 // set up individual actor jump gravity
1124 u->jump_grav = 8;
1125
1126 // if I didn't do this here they get stuck in the air sometimes
1127 DoActorZrange(SpriteNum);
1128
1129 DoJump(SpriteNum);
1130
1131 return 0;
1132 }
1133
1134 int
DoRipper2MoveJump(short SpriteNum)1135 DoRipper2MoveJump(short SpriteNum)
1136 {
1137 USERp u = User[SpriteNum];
1138
1139 if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
1140 {
1141 if (TEST(u->Flags, SPR_JUMPING))
1142 DoJump(SpriteNum);
1143 else
1144 DoFall(SpriteNum);
1145 }
1146
1147 if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
1148 {
1149 if (DoRipper2QuickJump(SpriteNum))
1150 return 0;
1151
1152 InitActorDecide(SpriteNum);
1153 }
1154
1155 DoRipper2MoveHang(SpriteNum);
1156 return 0;
1157 }
1158
1159 //
1160 // STD MOVEMENT
1161 //
1162
1163 int
DoRipper2QuickJump(short SpriteNum)1164 DoRipper2QuickJump(short SpriteNum)
1165 {
1166 USERp u = User[SpriteNum];
1167
1168 // Tests to see if ripper2 is on top of a player/enemy and then immediatly
1169 // does another jump
1170
1171 if (u->lo_sp)
1172 {
1173 SPRITEp tsp = u->lo_sp;
1174
1175 if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
1176 {
1177 NewStateGroup(SpriteNum, sg_Ripper2JumpAttack);
1178 // move past the first state
1179 u->Tics = 30;
1180 return TRUE;
1181 }
1182 }
1183
1184 return FALSE;
1185 }
1186
1187
1188 int
NullRipper2(short SpriteNum)1189 NullRipper2(short SpriteNum)
1190 {
1191 USERp u = User[SpriteNum];
1192
1193 if (TEST(u->Flags,SPR_SLIDING))
1194 DoActorSlide(SpriteNum);
1195
1196 DoActorSectorDamage(SpriteNum);
1197
1198 return 0;
1199 }
1200
1201
DoRipper2Pain(short SpriteNum)1202 int DoRipper2Pain(short SpriteNum)
1203 {
1204 USERp u = User[SpriteNum];
1205
1206 NullRipper2(SpriteNum);
1207
1208 if ((u->WaitTics -= ACTORMOVETICS) <= 0)
1209 InitActorDecide(SpriteNum);
1210 return 0;
1211 }
1212
1213
DoRipper2RipHeart(short SpriteNum)1214 int DoRipper2RipHeart(short SpriteNum)
1215 {
1216 SPRITEp sp = &sprite[SpriteNum];
1217 USERp u = User[SpriteNum];
1218
1219 SPRITEp tsp = u->tgt_sp;
1220
1221 NewStateGroup(SpriteNum, sg_Ripper2Heart);
1222 u->WaitTics = 6 * 120;
1223
1224 // player face ripper2
1225 tsp->ang = getangle(sp->x - tsp->x, sp->y - tsp->y);
1226 return 0;
1227 }
1228
DoRipper2StandHeart(short SpriteNum)1229 int DoRipper2StandHeart(short SpriteNum)
1230 {
1231 SPRITEp sp = &sprite[SpriteNum];
1232 USERp u = User[SpriteNum];
1233 static int riphearthandle;
1234
1235 NullRipper2(SpriteNum);
1236
1237 if (!FX_SoundValidAndActive(riphearthandle))
1238 riphearthandle = PlaySound(DIGI_RIPPER2HEARTOUT,&sp->x,&sp->y,&sp->z,v3df_none);
1239
1240 if ((u->WaitTics -= ACTORMOVETICS) <= 0)
1241 NewStateGroup(SpriteNum, sg_Ripper2Run);
1242 return 0;
1243 }
1244
Ripper2Hatch(short Weapon)1245 void Ripper2Hatch(short Weapon)
1246 {
1247 SPRITEp wp = &sprite[Weapon];
1248
1249 short New,i;
1250 SPRITEp np;
1251 USERp nu;
1252 #define MAX_RIPPER2S 1
1253 short rip_ang[MAX_RIPPER2S];
1254
1255 rip_ang[0] = RANDOM_P2(2048);
1256 #if MAX_RIPPER2S > 1
1257 rip_ang[1] = NORM_ANGLE(rip_ang[0] + 1024 + (RANDOM_P2(512) - 256));
1258 #endif
1259
1260 for (i = 0; i < MAX_RIPPER2S; i++)
1261 {
1262 New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT);
1263 np = &sprite[New];
1264 memset(np,0,sizeof(SPRITE));
1265 np->sectnum = wp->sectnum;
1266 np->statnum = STAT_DEFAULT;
1267 np->x = wp->x;
1268 np->y = wp->y;
1269 np->z = wp->z;
1270 np->owner = -1;
1271 //np->xrepeat = np->yrepeat = 36;
1272 np->xrepeat = np->yrepeat = 64;
1273 np->ang = rip_ang[i];
1274 np->pal = 0;
1275 np->shade = -10;
1276 SetupRipper2(New);
1277 nu = User[New];
1278
1279 // make immediately active
1280 SET(nu->Flags, SPR_ACTIVE);
1281
1282 NewStateGroup(New, nu->ActorActionSet->Jump);
1283 nu->ActorActionFunc = DoActorMoveJump;
1284 DoActorSetSpeed(New, FAST_SPEED);
1285 PickJumpMaxSpeed(New, -600);
1286
1287 SET(nu->Flags, SPR_JUMPING);
1288 RESET(nu->Flags, SPR_FALLING);
1289
1290 nu->jump_grav = 8;
1291
1292 // if I didn't do this here they get stuck in the air sometimes
1293 DoActorZrange(New);
1294
1295 DoJump(New);
1296 }
1297 }
1298
1299 int
DoRipper2Move(short SpriteNum)1300 DoRipper2Move(short SpriteNum)
1301 {
1302 SPRITEp sp = &sprite[SpriteNum];
1303 USERp u = User[SpriteNum];
1304 int DoCheckSwarm(short SpriteNum);
1305
1306 if (sp->hitag == TAG_SWARMSPOT && sp->lotag == 1)
1307 DoCheckSwarm(SpriteNum);
1308
1309 if (u->scale_speed)
1310 {
1311 DoScaleSprite(SpriteNum);
1312 }
1313
1314 if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
1315 {
1316 if (TEST(u->Flags, SPR_JUMPING))
1317 DoJump(SpriteNum);
1318 else
1319 DoFall(SpriteNum);
1320 }
1321
1322 // if on a player/enemy sprite jump quickly
1323 if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
1324 {
1325 if (DoRipper2QuickJump(SpriteNum))
1326 return 0;
1327
1328 KeepActorOnFloor(SpriteNum);
1329 }
1330
1331 if (TEST(u->Flags, SPR_SLIDING))
1332 DoActorSlide(SpriteNum);
1333
1334 if (u->track >= 0)
1335 ActorFollowTrack(SpriteNum, ACTORMOVETICS);
1336 else
1337 (*u->ActorActionFunc)(SpriteNum);
1338
1339 DoActorSectorDamage(SpriteNum);
1340
1341 return 0;
1342 }
1343
1344
InitRipper2Charge(short SpriteNum)1345 int InitRipper2Charge(short SpriteNum)
1346 {
1347 DoActorSetSpeed(SpriteNum, FAST_SPEED);
1348
1349 InitActorMoveCloser(SpriteNum);
1350
1351 NewStateGroup(SpriteNum, sg_Ripper2RunFast);
1352
1353 return 0;
1354 }
1355
ChestRipper2(short SpriteNum)1356 int ChestRipper2(short SpriteNum)
1357 {
1358 SPRITEp sp = &sprite[SpriteNum];
1359
1360 PlaySound(DIGI_RIPPER2CHEST,&sp->x,&sp->y,&sp->z,v3df_follow);
1361
1362 return 0;
1363 }
1364
1365
1366 #include "saveable.h"
1367
1368 static saveable_code saveable_ripper2_code[] =
1369 {
1370 SAVE_CODE(SetupRipper2),
1371
1372 SAVE_CODE(InitRipper2Hang),
1373 SAVE_CODE(DoRipper2Hang),
1374 SAVE_CODE(DoRipper2MoveHang),
1375 SAVE_CODE(DoRipper2HangJF),
1376
1377 SAVE_CODE(DoRipper2BeginJumpAttack),
1378 SAVE_CODE(DoRipper2MoveJump),
1379 SAVE_CODE(DoRipper2QuickJump),
1380 SAVE_CODE(NullRipper2),
1381 SAVE_CODE(DoRipper2Pain),
1382 SAVE_CODE(DoRipper2RipHeart),
1383 SAVE_CODE(DoRipper2StandHeart),
1384 SAVE_CODE(Ripper2Hatch),
1385 SAVE_CODE(DoRipper2Move),
1386 SAVE_CODE(InitRipper2Charge),
1387 SAVE_CODE(ChestRipper2),
1388 };
1389
1390 static saveable_data saveable_ripper2_data[] =
1391 {
1392 SAVE_DATA(Ripper2Battle),
1393 SAVE_DATA(Ripper2Offense),
1394 SAVE_DATA(Ripper2Broadcast),
1395 SAVE_DATA(Ripper2Surprised),
1396 SAVE_DATA(Ripper2Evasive),
1397 SAVE_DATA(Ripper2LostTarget),
1398 SAVE_DATA(Ripper2CloseRange),
1399
1400 SAVE_DATA(Ripper2Personality),
1401
1402 SAVE_DATA(Ripper2Attrib),
1403
1404 SAVE_DATA(s_Ripper2Run),
1405 SAVE_DATA(sg_Ripper2Run),
1406 SAVE_DATA(s_Ripper2RunFast),
1407 SAVE_DATA(sg_Ripper2RunFast),
1408 SAVE_DATA(s_Ripper2Stand),
1409 SAVE_DATA(sg_Ripper2Stand),
1410 SAVE_DATA(s_Ripper2Swipe),
1411 SAVE_DATA(sg_Ripper2Swipe),
1412 SAVE_DATA(s_Ripper2Kong),
1413 SAVE_DATA(sg_Ripper2Kong),
1414 SAVE_DATA(s_Ripper2Heart),
1415 SAVE_DATA(sg_Ripper2Heart),
1416 SAVE_DATA(s_Ripper2Hang),
1417 SAVE_DATA(sg_Ripper2Hang),
1418 SAVE_DATA(s_Ripper2Pain),
1419 SAVE_DATA(sg_Ripper2Pain),
1420 SAVE_DATA(s_Ripper2Jump),
1421 SAVE_DATA(sg_Ripper2Jump),
1422 SAVE_DATA(s_Ripper2Fall),
1423 SAVE_DATA(sg_Ripper2Fall),
1424 SAVE_DATA(s_Ripper2JumpAttack),
1425 SAVE_DATA(sg_Ripper2JumpAttack),
1426 SAVE_DATA(s_Ripper2HangJump),
1427 SAVE_DATA(sg_Ripper2HangJump),
1428 SAVE_DATA(s_Ripper2HangFall),
1429 SAVE_DATA(sg_Ripper2HangFall),
1430 SAVE_DATA(s_Ripper2Die),
1431 SAVE_DATA(s_Ripper2Dead),
1432 SAVE_DATA(sg_Ripper2Die),
1433 SAVE_DATA(sg_Ripper2Dead),
1434 SAVE_DATA(s_Ripper2DeathJump),
1435 SAVE_DATA(s_Ripper2DeathFall),
1436 SAVE_DATA(sg_Ripper2DeathJump),
1437 SAVE_DATA(sg_Ripper2DeathFall),
1438
1439 SAVE_DATA(Ripper2ActionSet),
1440 SAVE_DATA(Ripper2BrownActionSet),
1441 };
1442
1443 saveable_module saveable_ripper2 =
1444 {
1445 // code
1446 saveable_ripper2_code,
1447 SIZ(saveable_ripper2_code),
1448
1449 // data
1450 saveable_ripper2_data,
1451 SIZ(saveable_ripper2_data)
1452 };
1453