//-------------------------------------------------------------------------
/*
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 "build.h"

#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "actor.h"
#include "track.h"

DECISION SkelBattle[] =
{
    {600,   InitActorMoveCloser         },
    {602,   InitActorAlertNoise         },
    {700,   InitActorRunAway            },
    {1024,  InitActorAttack             }
};

DECISION SkelOffense[] =
{
    {700,   InitActorMoveCloser         },
    {702,   InitActorAlertNoise         },
    {1024,  InitActorAttack             }
};

DECISION SkelBroadcast[] =
{
    {3,    InitActorAlertNoise        },
    {6,    InitActorAmbientNoise      },
    {1024,  InitActorDecide            }
};

DECISION SkelSurprised[] =
{
    {701,   InitActorMoveCloser         },
    {1024,  InitActorDecide            }
};

DECISION SkelEvasive[] =
{
    {22,     InitActorDuck             },
    {30,     InitActorEvade            },
    {1024,   NULL                      },
};

DECISION SkelLostTarget[] =
{
    {900,   InitActorFindPlayer         },
    {1024,  InitActorWanderAround       }
};

DECISION SkelCloseRange[] =
{
    {800,   InitActorAttack             },
    {1024,  InitActorReposition            }
};

PERSONALITY SkelPersonality =
{
    SkelBattle,
    SkelOffense,
    SkelBroadcast,
    SkelSurprised,
    SkelEvasive,
    SkelLostTarget,
    SkelCloseRange,
    SkelCloseRange
};

ATTRIBUTE SkelAttrib =
{
    {60, 80, 100, 130},                 // Speeds
    {3, 0, -2, -3},                     // Tic Adjusts
    3,                                 // MaxWeapons;
    {
        DIGI_SPAMBIENT, DIGI_SPALERT, 0,
        DIGI_SPPAIN, DIGI_SPSCREAM, DIGI_SPBLADE,
        DIGI_SPELEC,DIGI_SPTELEPORT,0,0
    }
};

//////////////////////
//
// SKEL RUN
//
//////////////////////

#define SKEL_RUN_RATE 12

ANIMATOR DoSkelMove,NullSkel,DoActorDebris,NullSkel,DoSuicide,InitSkelSpell;

// +4 on frame #3 to add character

STATE s_SkelRun[5][6] =
{
    {
        {SKEL_RUN_R0 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[0][1]},
        {SKEL_RUN_R0 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][2]},
        {SKEL_RUN_R0 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][3]},
        {SKEL_RUN_R0 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[0][4]},
        {SKEL_RUN_R0 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][5]},
        {SKEL_RUN_R0 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][0]},
    },
    {
        {SKEL_RUN_R1 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[1][1]},
        {SKEL_RUN_R1 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][2]},
        {SKEL_RUN_R1 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][3]},
        {SKEL_RUN_R1 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[1][4]},
        {SKEL_RUN_R1 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][5]},
        {SKEL_RUN_R1 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][0]},
    },
    {
        {SKEL_RUN_R2 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[2][1]},
        {SKEL_RUN_R2 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][2]},
        {SKEL_RUN_R2 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][3]},
        {SKEL_RUN_R2 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[2][4]},
        {SKEL_RUN_R2 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][5]},
        {SKEL_RUN_R2 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][0]},
    },
    {
        {SKEL_RUN_R3 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[3][1]},
        {SKEL_RUN_R3 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][2]},
        {SKEL_RUN_R3 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][3]},
        {SKEL_RUN_R3 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[3][4]},
        {SKEL_RUN_R3 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][5]},
        {SKEL_RUN_R3 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][0]},
    },
    {
        {SKEL_RUN_R4 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[4][1]},
        {SKEL_RUN_R4 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][2]},
        {SKEL_RUN_R4 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][3]},
        {SKEL_RUN_R4 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[4][4]},
        {SKEL_RUN_R4 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][5]},
        {SKEL_RUN_R4 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][0]},
    }
};


STATEp sg_SkelRun[] =
{
    &s_SkelRun[0][0],
    &s_SkelRun[1][0],
    &s_SkelRun[2][0],
    &s_SkelRun[3][0],
    &s_SkelRun[4][0]
};

//////////////////////
//
// SKEL SLASH
//
//////////////////////

#define SKEL_SLASH_RATE 20
ANIMATOR InitActorDecide;
ANIMATOR InitSkelSlash;

STATE s_SkelSlash[5][7] =
{
    {
        {SKEL_SLASH_R0 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][1]},
        {SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][2]},
        {SKEL_SLASH_R0 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[0][3]},
        {SKEL_SLASH_R0 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[0][4]},
        {SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][5]},
        {SKEL_SLASH_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[0][6]},
        {SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[0][6]},
    },
    {
        {SKEL_SLASH_R1 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][1]},
        {SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][2]},
        {SKEL_SLASH_R1 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[1][3]},
        {SKEL_SLASH_R1 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[1][4]},
        {SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][5]},
        {SKEL_SLASH_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[1][6]},
        {SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[1][6]},
    },
    {
        {SKEL_SLASH_R2 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][1]},
        {SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][2]},
        {SKEL_SLASH_R2 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[2][3]},
        {SKEL_SLASH_R2 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[2][4]},
        {SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][5]},
        {SKEL_SLASH_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[2][6]},
        {SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[2][6]},
    },
    {
        {SKEL_SLASH_R3 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][1]},
        {SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][2]},
        {SKEL_SLASH_R3 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[3][3]},
        {SKEL_SLASH_R3 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[3][4]},
        {SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][5]},
        {SKEL_SLASH_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[3][6]},
        {SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[3][6]},
    },
    {
        {SKEL_SLASH_R4 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][1]},
        {SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][2]},
        {SKEL_SLASH_R4 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[4][3]},
        {SKEL_SLASH_R4 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[4][4]},
        {SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][5]},
        {SKEL_SLASH_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[4][6]},
        {SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[4][6]},
    }
};


STATEp sg_SkelSlash[] =
{
    &s_SkelSlash[0][0],
    &s_SkelSlash[1][0],
    &s_SkelSlash[2][0],
    &s_SkelSlash[3][0],
    &s_SkelSlash[4][0]
};


//////////////////////
//
// SKEL SPELL
//
//////////////////////

#define SKEL_SPELL_RATE 20

STATE s_SkelSpell[5][7] =
{
    {
        {SKEL_SPELL_R0 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[0][1]},
        {SKEL_SPELL_R0 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[0][2]},
        {SKEL_SPELL_R0 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[0][3]},
        {SKEL_SPELL_R0 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[0][4]},
        {SKEL_SPELL_R0 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[0][5]},
        {SKEL_SPELL_R0 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[0][6]},
        {SKEL_SPELL_R0 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[0][6]},
    },
    {
        {SKEL_SPELL_R1 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[1][1]},
        {SKEL_SPELL_R1 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[1][2]},
        {SKEL_SPELL_R1 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[1][3]},
        {SKEL_SPELL_R1 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[1][4]},
        {SKEL_SPELL_R1 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[1][5]},
        {SKEL_SPELL_R1 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[1][6]},
        {SKEL_SPELL_R1 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[1][6]},
    },
    {
        {SKEL_SPELL_R2 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[2][1]},
        {SKEL_SPELL_R2 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[2][2]},
        {SKEL_SPELL_R2 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[2][3]},
        {SKEL_SPELL_R2 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[2][4]},
        {SKEL_SPELL_R2 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[2][5]},
        {SKEL_SPELL_R2 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[2][6]},
        {SKEL_SPELL_R2 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[2][6]},
    },
    {
        {SKEL_SPELL_R3 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[3][1]},
        {SKEL_SPELL_R3 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[3][2]},
        {SKEL_SPELL_R3 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[3][3]},
        {SKEL_SPELL_R3 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[3][4]},
        {SKEL_SPELL_R3 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[3][5]},
        {SKEL_SPELL_R3 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[3][6]},
        {SKEL_SPELL_R3 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[3][6]},
    },
    {
        {SKEL_SPELL_R4 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[4][1]},
        {SKEL_SPELL_R4 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[4][2]},
        {SKEL_SPELL_R4 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[4][3]},
        {SKEL_SPELL_R4 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[4][4]},
        {SKEL_SPELL_R4 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[4][5]},
        {SKEL_SPELL_R4 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[4][6]},
        {SKEL_SPELL_R4 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[4][6]},
    }
};


STATEp sg_SkelSpell[] =
{
    &s_SkelSpell[0][0],
    &s_SkelSpell[1][0],
    &s_SkelSpell[2][0],
    &s_SkelSpell[3][0],
    &s_SkelSpell[4][0]
};

//////////////////////
//
// SKEL PAIN
//
//////////////////////

#define SKEL_PAIN_RATE 38
ANIMATOR DoSkelPain;

STATE s_SkelPain[5][1] =
{
    {
        {SKEL_PAIN_R0 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[0][0]},
    },
    {
        {SKEL_PAIN_R1 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[1][0]},
    },
    {
        {SKEL_PAIN_R2 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[2][0]},
    },
    {
        {SKEL_PAIN_R3 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[3][0]},
    },
    {
        {SKEL_PAIN_R4 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[4][0]},
    }
};

STATEp sg_SkelPain[] =
{
    &s_SkelPain[0][0],
    &s_SkelPain[1][0],
    &s_SkelPain[2][0],
    &s_SkelPain[3][0],
    &s_SkelPain[4][0]
};



//////////////////////
//
// SKEL TELEPORT
//
//////////////////////

ANIMATOR DoSkelInitTeleport, DoSkelTeleport, DoSkelTermTeleport;

#define SKEL_TELEPORT_RATE 20

STATE s_SkelTeleport[] =
{
    {SKEL_TELEPORT + 0,  1,                  NullAnimator, &s_SkelTeleport[1]},
    {SKEL_TELEPORT + 0,  0|SF_QUICK_CALL,    DoSkelInitTeleport, &s_SkelTeleport[2]},
    {SKEL_TELEPORT + 0,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[3]},
    {SKEL_TELEPORT + 1,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[4]},
    {SKEL_TELEPORT + 2,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[5]},
    {SKEL_TELEPORT + 3,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[6]},
    {SKEL_TELEPORT + 4,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[7]},
    {SKEL_TELEPORT + 5,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[8]},

    {SKEL_TELEPORT + 5,  0|SF_QUICK_CALL,    DoSkelTeleport, &s_SkelTeleport[9]},

    {SKEL_TELEPORT + 5,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[10]},
    {SKEL_TELEPORT + 4,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[11]},
    {SKEL_TELEPORT + 3,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[12]},
    {SKEL_TELEPORT + 2,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[13]},
    {SKEL_TELEPORT + 1,  SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[14]},
    {SKEL_TELEPORT + 0,  SKEL_TELEPORT_RATE, DoSkelTermTeleport, &s_SkelTeleport[15]},
    {SKEL_TELEPORT + 0,  0|SF_QUICK_CALL, InitActorDecide, &s_SkelTeleport[16]},
    {SKEL_TELEPORT + 0,  SKEL_TELEPORT_RATE, DoSkelMove, &s_SkelTeleport[16]},
};

STATEp sg_SkelTeleport[] =
{
    s_SkelTeleport,
    s_SkelTeleport,
    s_SkelTeleport,
    s_SkelTeleport,
    s_SkelTeleport
};

//////////////////////
//
// SKEL STAND
//
//////////////////////

#define SKEL_STAND_RATE 12

STATE s_SkelStand[5][1] =
{
    {
        {SKEL_RUN_R0 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[0][0]},
    },
    {
        {SKEL_RUN_R1 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[1][0]},
    },
    {
        {SKEL_RUN_R2 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[2][0]},
    },
    {
        {SKEL_RUN_R3 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[3][0]},
    },
    {
        {SKEL_RUN_R4 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[4][0]},
    },
};


STATEp sg_SkelStand[] =
{
    s_SkelStand[0],
    s_SkelStand[1],
    s_SkelStand[2],
    s_SkelStand[3],
    s_SkelStand[4]
};

//////////////////////
//
// SKEL DIE
//
//////////////////////

#define SKEL_DIE_RATE 25

STATE s_SkelDie[] =
{
    {SKEL_DIE + 0, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[1]},
    {SKEL_DIE + 1, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[2]},
    {SKEL_DIE + 2, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[3]},
    {SKEL_DIE + 3, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[4]},
    {SKEL_DIE + 4, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[5]},
    {SKEL_DIE + 5, SKEL_DIE_RATE, DoSuicide,   &s_SkelDie[5]},
};

STATEp sg_SkelDie[] =
{
    s_SkelDie
};

/*
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 SkelActionSet =
{
    sg_SkelStand,
    sg_SkelRun,
    NULL, //sg_SkelJump,
    NULL, //sg_SkelFall,
    NULL, //sg_SkelCrawl,
    NULL, //sg_SkelSwim,
    NULL, //sg_SkelFly,
    NULL, //sg_SkelRise,
    NULL, //sg_SkelSit,
    NULL, //sg_SkelLook,
    NULL, //climb
    sg_SkelPain, //pain
    sg_SkelDie,
    NULL, //sg_SkelHariKari,
    NULL, //sg_SkelDead,
    NULL, //sg_SkelDeathJump,
    NULL, //sg_SkelDeathFall,
    {sg_SkelSlash},
    {1024},
    {sg_SkelSpell},
    {1024},
    {NULL},
    sg_SkelTeleport,
    NULL
};

int
SetupSkel(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,SKEL_RUN_R0,s_SkelRun[0]);
        u->Health = HEALTH_SKEL_PRIEST;
    }

    ChangeState(SpriteNum, s_SkelRun[0]);
    u->Attrib = &SkelAttrib;
    DoActorSetSpeed(SpriteNum, NORM_SPEED);
    u->StateEnd = s_SkelDie;
    u->Rot = sg_SkelRun;

    EnemyDefaults(SpriteNum, &SkelActionSet, &SkelPersonality);

    // 256 is default
    //sp->clipdist = 256 >> 2;
    SET(u->Flags, SPR_XFLIP_TOGGLE);

    return 0;
}

int DoSkelInitTeleport(short SpriteNum)
{
    SPRITEp sp = &sprite[SpriteNum];

    RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);

    PlaySpriteSound(SpriteNum,attr_extra3,v3df_follow);

    return 0;
}

int DoSkelTeleport(short SpriteNum)
{
    SPRITEp sp = &sprite[SpriteNum];
    int x,y;

    x = sp->x;
    y = sp->y;

    while (TRUE)
    {
        sp->x = x;
        sp->y = y;

        if (RANDOM_P2(1024) < 512)
            sp->x += 512 + RANDOM_P2(1024);
        else
            sp->x -= 512 + RANDOM_P2(1024);

        if (RANDOM_P2(1024) < 512)
            sp->y += 512 + RANDOM_P2(1024);
        else
            sp->y -= 512 + RANDOM_P2(1024);

        setspritez(SpriteNum, (vec3_t *)sp);
        //COVERupdatesector(sp->x, sp->y, &sp->sectnum);

        if (sp->sectnum != -1)
            break;
    }

    return 0;
}

int DoSkelTermTeleport(short SpriteNum)
{
    SPRITEp sp = &sprite[SpriteNum];

    SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);

    return 0;
}

int NullSkel(short SpriteNum)
{
    USERp u = User[SpriteNum];

    if (TEST(u->Flags,SPR_SLIDING))
        DoActorSlide(SpriteNum);

    KeepActorOnFloor(SpriteNum);
    DoActorSectorDamage(SpriteNum);

    return 0;
}

int DoSkelPain(short SpriteNum)
{
    USERp u = User[SpriteNum];

    NullSkel(SpriteNum);

    if ((u->WaitTics -= ACTORMOVETICS) <= 0)
        InitActorDecide(SpriteNum);

    return 0;
}

int DoSkelMove(short SpriteNum)
{
    USERp u = User[SpriteNum];

    if (TEST(u->Flags,SPR_SLIDING))
        DoActorSlide(SpriteNum);

    if (u->track >= 0)
        ActorFollowTrack(SpriteNum, ACTORMOVETICS);
    else
        (*u->ActorActionFunc)(SpriteNum);

    KeepActorOnFloor(SpriteNum);

    DoActorSectorDamage(SpriteNum);

    return 0;
}


#include "saveable.h"

static saveable_code saveable_skel_code[] =
{
    SAVE_CODE(SetupSkel),
    SAVE_CODE(DoSkelInitTeleport),
    SAVE_CODE(DoSkelTeleport),
    SAVE_CODE(DoSkelTermTeleport),
    SAVE_CODE(NullSkel),
    SAVE_CODE(DoSkelPain),
    SAVE_CODE(DoSkelMove),
};

static saveable_data saveable_skel_data[] =
{
    SAVE_DATA(SkelBattle),
    SAVE_DATA(SkelOffense),
    SAVE_DATA(SkelBroadcast),
    SAVE_DATA(SkelSurprised),
    SAVE_DATA(SkelEvasive),
    SAVE_DATA(SkelLostTarget),
    SAVE_DATA(SkelCloseRange),

    SAVE_DATA(SkelPersonality),

    SAVE_DATA(SkelAttrib),

    SAVE_DATA(s_SkelRun),
    SAVE_DATA(sg_SkelRun),
    SAVE_DATA(s_SkelSlash),
    SAVE_DATA(sg_SkelSlash),
    SAVE_DATA(s_SkelSpell),
    SAVE_DATA(sg_SkelSpell),
    SAVE_DATA(s_SkelPain),
    SAVE_DATA(sg_SkelPain),
    SAVE_DATA(s_SkelTeleport),
    SAVE_DATA(sg_SkelTeleport),
    SAVE_DATA(s_SkelStand),
    SAVE_DATA(sg_SkelStand),
    SAVE_DATA(s_SkelDie),
    SAVE_DATA(sg_SkelDie),

    SAVE_DATA(SkelActionSet),
};

saveable_module saveable_skel =
{
    // code
    saveable_skel_code,
    SIZ(saveable_skel_code),

    // data
    saveable_skel_data,
    SIZ(saveable_skel_data)
};
