- converted FuncAnubis into a class.

This commit is contained in:
Christoph Oelckers 2021-10-15 21:07:33 +02:00
parent ce78b23fb6
commit 0fc490bf40
2 changed files with 320 additions and 314 deletions

View file

@ -438,6 +438,13 @@ struct AIAnim : public ExhumedAI
void Draw(RunListEvent* ev) override;
};
struct AIAnubis : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);

View file

@ -155,351 +155,350 @@ void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint
nCreaturesTotal++;
}
void FuncAnubis(int nObject, int nMessage, int nDamage, int nRun)
void AIAnubis::Tick(RunListEvent* ev)
{
int nAnubis = RunData[nRun].nVal;
int nAnubis = ev->RunValue();
auto ap = &AnubisList[nAnubis];
assert(nAnubis >= 0 && nAnubis < (int)AnubisList.Size());
int nSprite = ap->nSprite;
auto sp = &sprite[nSprite];
short nAction = ap->nAction;
int nAction = ap->nAction;
bool bVal = false;
switch (nMessage)
if (nAction < 11) {
Gravity(nSprite);
}
short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
seq_MoveSequence(nSprite, nSeq, ap->nFrame);
sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
ap->nFrame++;
if (ap->nFrame >= SeqSize[nSeq])
{
default:
{
DebugOut("unknown msg %d for Anubis\n", nMessage);
return;
}
ap->nFrame = 0;
bVal = true;
}
case 0x20000:
short nTarget = ap->nTarget;
auto pTarget = nTarget < 0 ? nullptr : &sprite[nTarget];
short nFrame = SeqBase[nSeq] + ap->nFrame;
short nFlag = FrameFlag[nFrame];
int nMov = 0;
if (nAction > 0 && nAction < 11) {
nMov = MoveCreatureWithCaution(nSprite);
}
switch (nAction)
{
case 0:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
{
if (nAction < 11) {
Gravity(nSprite);
if (nTarget < 0) {
nTarget = FindPlayer(nSprite, 100);
}
short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
seq_MoveSequence(nSprite, nSeq, ap->nFrame);
sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
ap->nFrame++;
if (ap->nFrame >= SeqSize[nSeq])
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound8], nSprite);
ap->nAction = 1;
ap->nFrame = 0;
bVal = true;
ap->nTarget = nTarget;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
}
}
return;
}
case 1:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
short nTarget = ap->nTarget;
auto pTarget = nTarget < 0? nullptr : &sprite[nTarget];
short nFrame = SeqBase[nSeq] + ap->nFrame;
short nFlag = FrameFlag[nFrame];
int nMov = 0;
if (nAction > 0 && nAction < 11) {
nMov = MoveCreatureWithCaution(nSprite);
}
switch (nAction)
{
case 0:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0) {
nTarget = FindPlayer(nSprite, 100);
}
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound8], nSprite);
ap->nAction = 1;
ap->nFrame = 0;
ap->nTarget = nTarget;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
}
}
return;
}
case 1:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
int nAngle = sp->ang & 0xFFF8;
sp->xvel = bcos(nAngle, -2);
sp->yvel = bsin(nAngle, -2);
}
switch (nMov & 0xC000)
{
case 0xC000:
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(pTarget->x - sp->x, pTarget->y - sp->y);
int nAngDiff = AngleDiff(sp->ang, nAng);
if (nAngDiff < 64)
{
ap->nAction = 2;
ap->nFrame = 0;
}
break;
}
// else we fall through to 0x8000
fallthrough__;
}
case 0x8000:
{
sp->ang = (sp->ang + 256) & kAngleMask;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
break;
}
default:
{
if (ap->nCount)
{
ap->nCount--;
}
else
{
ap->nCount = 60;
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
if (cansee(sp->x, sp->y, sp->z - GetSpriteHeight(nSprite), sp->sectnum,
pTarget->x, pTarget->y, pTarget->z - GetSpriteHeight(nTarget), pTarget->sectnum))
{
sp->xvel = 0;
sp->yvel = 0;
sp->ang = GetMyAngle(pTarget->x - sp->x, pTarget->y - sp->y);
ap->nAction = 3;
ap->nFrame = 0;
}
}
}
break;
}
}
break;
}
case 2:
{
if (nTarget == -1)
{
ap->nAction = 0;
ap->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
ap->nAction = 1;
}
else
{
if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 7);
}
}
}
break;
}
case 3:
{
if (bVal)
{
ap->nAction = 1;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
ap->nFrame = 0;
}
else
{
// loc_25718:
if (nFlag & 0x80)
{
BuildBullet(nSprite, 8, 0, 0, -1, sp->ang, nTarget + 10000, 1);
}
}
return;
}
case 4:
case 5:
{
sp->xvel = 0;
sp->yvel = 0;
if (bVal)
{
ap->nAction = 1;
ap->nFrame = 0;
}
return;
}
case 6:
case 7:
case 8:
case 9:
case 10:
{
if (bVal)
{
ap->nAction = (RandomSize(3) % 5) + 6;
ap->nFrame = 0;
}
return;
}
case 11:
case 12:
{
if (bVal)
{
ap->nAction = nAction + 2;
ap->nFrame = 0;
sp->xvel = 0;
sp->yvel = 0;
}
return;
}
case 13:
case 14:
{
sp->cstat &= 0xFEFE;
return;
}
default:
return;
}
// loc_2564C:
if (nAction && nTarget != -1)
{
if (!(pTarget->cstat & 0x101))
{
ap->nAction = 0;
ap->nFrame = 0;
ap->nCount = 100;
ap->nTarget = -1;
sp->xvel = 0;
sp->yvel = 0;
}
}
return;
int nAngle = sp->ang & 0xFFF8;
sp->xvel = bcos(nAngle, -2);
sp->yvel = bsin(nAngle, -2);
}
case 0x90000:
switch (nMov & 0xC000)
{
seq_PlotSequence(nObject, SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a, ap->nFrame, AnubisSeq[nAction].b);
case 0xC000:
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(pTarget->x - sp->x, pTarget->y - sp->y);
int nAngDiff = AngleDiff(sp->ang, nAng);
if (nAngDiff < 64)
{
ap->nAction = 2;
ap->nFrame = 0;
}
break;
}
// else we fall through to 0x8000
fallthrough__;
}
case 0x8000:
{
sp->ang = (sp->ang + 256) & kAngleMask;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
break;
}
case 0xA0000: // fall through to next case
default:
{
if (nAction >= 11) {
if (ap->nCount)
{
ap->nCount--;
}
else
{
ap->nCount = 60;
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
if (cansee(sp->x, sp->y, sp->z - GetSpriteHeight(nSprite), sp->sectnum,
pTarget->x, pTarget->y, pTarget->z - GetSpriteHeight(nTarget), pTarget->sectnum))
{
sp->xvel = 0;
sp->yvel = 0;
sp->ang = GetMyAngle(pTarget->x - sp->x, pTarget->y - sp->y);
ap->nAction = 3;
ap->nFrame = 0;
}
}
}
break;
}
}
break;
}
case 2:
{
if (nTarget == -1)
{
ap->nAction = 0;
ap->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
ap->nAction = 1;
}
else
{
if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 7);
}
}
}
break;
}
case 3:
{
if (bVal)
{
ap->nAction = 1;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
ap->nFrame = 0;
}
else
{
// loc_25718:
if (nFlag & 0x80)
{
BuildBullet(nSprite, 8, 0, 0, -1, sp->ang, nTarget + 10000, 1);
}
}
return;
}
case 4:
case 5:
{
sp->xvel = 0;
sp->yvel = 0;
if (bVal)
{
ap->nAction = 1;
ap->nFrame = 0;
}
return;
}
case 6:
case 7:
case 8:
case 9:
case 10:
{
if (bVal)
{
ap->nAction = (RandomSize(3) % 5) + 6;
ap->nFrame = 0;
}
return;
}
case 11:
case 12:
{
if (bVal)
{
ap->nAction = nAction + 2;
ap->nFrame = 0;
sp->xvel = 0;
sp->yvel = 0;
}
return;
}
case 13:
case 14:
{
sp->cstat &= 0xFEFE;
return;
}
default:
return;
}
// loc_2564C:
if (nAction && nTarget != -1)
{
if (!(pTarget->cstat & 0x101))
{
ap->nAction = 0;
ap->nFrame = 0;
ap->nCount = 100;
ap->nTarget = -1;
sp->xvel = 0;
sp->yvel = 0;
}
}
return;
}
void AIAnubis::Draw(RunListEvent* ev)
{
auto ap = &AnubisList[ev->RunValue()];
seq_PlotSequence(ev->nIndex, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b);
}
void AIAnubis::RadialDamage(RunListEvent* ev)
{
auto ap = &AnubisList[ev->RunValue()];
if (ap->nAction < 11)
{
ev->nDamage = runlist_CheckRadialDamage(ap->nSprite);
Damage(ev);
}
}
void AIAnubis::Damage(RunListEvent* ev)
{
auto ap = &AnubisList[ev->RunValue()];
int nSprite = ap->nSprite;
auto sp = &sprite[nSprite];
int nAction = ap->nAction;
int nDamage = ev->nDamage;
if (nDamage)
{
if (ap->nHealth <= 0)
return;
ap->nHealth -= dmgAdjust(nDamage);
if (ap->nHealth > 0)
{
int nTarget = ev->nIndex;
// loc_258D6:
if (nTarget < 0) {
return;
}
auto pTarget = &sprite[nTarget];
nDamage = runlist_CheckRadialDamage(nSprite);
fallthrough__;
}
case 0x80000:
{
if (nDamage)
if (pTarget->statnum == 100 || pTarget->statnum < 199)
{
if (ap->nHealth <= 0)
return;
ap->nHealth -= dmgAdjust(nDamage);
if (ap->nHealth > 0)
{
int nTarget = nObject;
// loc_258D6:
if (nTarget < 0) {
return;
}
auto pTarget = &sprite[nTarget];
if (pTarget->statnum == 100 || pTarget->statnum < 199)
{
if (!RandomSize(5)) {
ap->nTarget = nTarget;
}
}
if (RandomSize(1))
{
if (nAction >= 6 && nAction <= 10)
{
int nDrumSprite = insertsprite(sp->sectnum, kStatAnubisDrum);
auto pDrumSprite = &sprite[nDrumSprite];
pDrumSprite->x = sp->x;
pDrumSprite->y = sp->y;
pDrumSprite->z = sector[pDrumSprite->sectnum].floorz;
pDrumSprite->xrepeat = 40;
pDrumSprite->yrepeat = 40;
pDrumSprite->shade = -64;
BuildObject(nDrumSprite, 2, 0);
}
ap->nAction = 4;
ap->nFrame = 0;
}
else
{
// loc_259B5:
D3PlayFX(StaticSound[kSound39], nSprite);
}
}
else
{
// he ded.
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->z = sector[sp->sectnum].floorz;
sp->cstat &= 0xFEFE;
ap->nHealth = 0;
nCreaturesKilled++;
if (nAction < 11)
{
DropMagic(nSprite);
ap->nAction = (nMessage == 0xA0000) + 11;
ap->nFrame = 0;
}
if (!RandomSize(5)) {
ap->nTarget = nTarget;
}
}
return;
if (RandomSize(1))
{
if (nAction >= 6 && nAction <= 10)
{
int nDrumSprite = insertsprite(sp->sectnum, kStatAnubisDrum);
auto pDrumSprite = &sprite[nDrumSprite];
pDrumSprite->x = sp->x;
pDrumSprite->y = sp->y;
pDrumSprite->z = sector[pDrumSprite->sectnum].floorz;
pDrumSprite->xrepeat = 40;
pDrumSprite->yrepeat = 40;
pDrumSprite->shade = -64;
BuildObject(nDrumSprite, 2, 0);
}
ap->nAction = 4;
ap->nFrame = 0;
}
else
{
// loc_259B5:
D3PlayFX(StaticSound[kSound39], nSprite);
}
}
else
{
// he ded.
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->z = sector[sp->sectnum].floorz;
sp->cstat &= 0xFEFE;
ap->nHealth = 0;
nCreaturesKilled++;
if (nAction < 11)
{
DropMagic(nSprite);
ap->nAction = (ev->nMessage == EMessageType::RadialDamage) + 11;
ap->nFrame = 0;
}
}
}
}
void FuncAnubis(int nObject, int nMessage, int nDamage, int nRun)
{
AIAnubis ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS