raze/source/games/exhumed/src/wasp.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include <assert.h>
BEGIN_PS_NS
struct Wasp
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nRun;
short nTarget;
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short nCount;
short nAngle;
short nAngle2;
short nVel;
short nDamage;
};
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TArray<Wasp> WaspList;
static actionSeq WaspSeq[] = {
{0, 0},
{0, 0},
{9, 0},
{18, 0},
{27, 1},
{28, 1},
{29, 1}
};
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Wasp& w, Wasp* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("run", w.nRun)
("count", w.nCount)
("angle", w.nAngle)
("angle2", w.nAngle2)
("vel", w.nVel)
("damage", w.nDamage)
.EndObject();
}
return arc;
}
void SerializeWasp(FSerializer& arc)
{
arc("wasp", WaspList);
}
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int WaspCount()
{
return WaspList.Size();
}
void InitWasps()
{
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WaspList.Clear();
}
void SetWaspVel(short nSprite)
{
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auto pSprite = &sprite[nSprite];
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
}
int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
{
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auto nWasp = WaspList.Reserve(1);
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auto pActor = &WaspList[nWasp];
uint8_t bEggWasp = false;
if (nSprite == -2) {
bEggWasp = true;
}
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auto pSprite = &sprite[nSprite];
if (nSprite < 0)
{
nSprite = insertsprite(nSector, 107);
assert(nSprite >= 0 && nSprite < kMaxSprites);
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pSprite = &sprite[nSprite];
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
}
else
{
nAngle = pSprite->ang;
changespritestat(nSprite, 107);
}
pSprite->shade = -12;
pSprite->cstat = 0x101;
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
pSprite->clipdist = 70;
if (bEggWasp)
{
pSprite->xrepeat = 20;
pSprite->yrepeat = 20;
}
else
{
pSprite->xrepeat = 50;
pSprite->yrepeat = 50;
}
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = 1;
pSprite->ang = nAngle;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->hitag = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
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// GrabTimeSlot(3);
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pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nSprite = nSprite;
pActor->nTarget = -1;
pActor->nHealth = 800;
pActor->nDamage = 10;
if (bEggWasp)
{
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pActor->nCount = 60;
pActor->nDamage /= 2;
}
else
{
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pActor->nCount = RandomSize(5);
}
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pActor->nAngle = 0;
pActor->nVel = 0;
pActor->nAngle2 = RandomSize(7) + 127;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nWasp, 0x1E0000);
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pActor->nRun = runlist_AddRunRec(NewRun, nWasp, 0x1E0000);
nCreaturesTotal++;
return nSprite;
}
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void AIWasp::Draw(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
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auto pActor = &WaspList[nWasp];
short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, pActor->nFrame, WaspSeq[nAction].b);
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return;
}
void AIWasp::RadialDamage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
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auto pActor = &WaspList[nWasp];
short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
if (!(pSprite->cstat & 0x101))
return;
ev->nDamage = runlist_CheckRadialDamage(nSprite);
Damage(ev);
}
void AIWasp::Damage(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
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auto pActor = &WaspList[nWasp];
short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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short nAction = pActor->nAction;
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if (!ev->nDamage) {
return;
}
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if (pActor->nHealth > 0)
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{
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pActor->nHealth -= dmgAdjust(ev->nDamage, 3);
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if (pActor->nHealth > 0)
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{
if (!RandomSize(4))
{
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pActor->nAction = 3;
pActor->nFrame = 0;
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}
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pActor->nAction = 1;
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pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
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pActor->nVel = 3000;
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pSprite->zvel = (-20) - RandomSize(6);
}
else
{
// Wasp is dead
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pActor->nAction = 4;
pActor->nFrame = 0;
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pSprite->cstat = 0;
pSprite->ang = (pSprite->ang + 1024) & kAngleMask;
SetWaspVel(nSprite);
pSprite->zvel = 512;
nCreaturesKilled++;
}
}
return;
}
void AIWasp::Tick(RunListEvent* ev)
{
short nWasp = RunData[ev->nRun].nObjIndex;
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auto pActor = &WaspList[nWasp];
short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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short nAction = pActor->nAction;
short nTarget = -1;
bool bVal = false;
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short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
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{
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pActor->nFrame = 0;
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bVal = true;
}
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if (pActor->nHealth > 0)
{
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nTarget = pActor->nTarget;
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if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater)))
{
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// goto pink
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pActor->nTarget = -1;
pActor->nAction = 0;
pActor->nCount = RandomSize(6);
return;
}
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}
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switch (nAction)
{
default:
return;
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case 0:
{
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pSprite->zvel = bsin(pActor->nAngle, -4);
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pActor->nAngle += pActor->nAngle2;
pActor->nAngle &= kAngleMask;
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MoveCreature(nSprite);
if (nTarget >= 0)
{
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pActor->nCount--;
if (pActor->nCount > 0)
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{
PlotCourseToSprite(nSprite, nTarget);
}
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else
{
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pSprite->zvel = 0;
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pActor->nAction = 1;
pActor->nFrame = 0;
pActor->nVel = 1500;
pActor->nCount = RandomSize(5) + 60;
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}
}
else
{
if ((nWasp & 0x1F) == (totalmoves & 0x1F)) {
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pActor->nTarget = FindPlayer(nSprite, 60);
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}
}
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return;
}
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case 1:
{
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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pActor->nAction = 0;
pActor->nCount = RandomSize(6);
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return;
}
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int nChaseVal = AngleChase(nSprite, nTarget, pActor->nVel, 0, 16);
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switch (nChaseVal & 0xC000)
{
default:
return;
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case 0x8000:
{
return;
}
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case 0xC000:
{
short nSprite2 = (nChaseVal & 0x3FFF);
if (nSprite2 == nTarget)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
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runlist_DamageEnemy(nSprite2, nSprite, pActor->nDamage);
pActor->nAction = 2;
pActor->nFrame = 0;
}
return;
}
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}
return;
}
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case 2:
case 3:
{
if (bVal)
{
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pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
pSprite->zvel = (-20) - RandomSize(6);
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pActor->nAction = 1;
pActor->nVel = 3000;
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}
return;
}
case 4:
{
int nMove = MoveCreature(nSprite) & 0x8000;
nMove |= 0xC000;
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if (nMove)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 1024;
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pActor->nAction = 5;
pActor->nFrame = 0;
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}
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return;
}
case 5:
{
short nSector = pSprite->sectnum;
pSprite->z += pSprite->zvel;
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if (pSprite->z >= sector[nSector].floorz)
{
if (SectBelow[nSector] > -1)
{
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BuildSplash(nSprite, nSector);
pSprite->cstat |= 0x8000;
}
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pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
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pActor->nAction = 6;
pActor->nFrame = 0;
runlist_SubRunRec(pActor->nRun);
}
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return;
}
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}
}
void FuncWasp(int nObject, int nMessage, int nDamage, int nRun)
{
AIWasp ai;
runlist_DispatchEvent(&ai, nObject, nMessage, 0, nRun);
}
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END_PS_NS