//------------------------------------------------------------------------- /* 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 "sequence.h" #include "sound.h" #include "exhumed.h" #include #include "engine.h" BEGIN_PS_NS static actionSeq MummySeq[] = { {8, 0}, {0, 0}, {16, 0}, {24, 0}, {32, 1}, {40, 1}, {48, 1}, {50, 0} }; void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle) { spritetype* pSprite; if (pActor == nullptr) { pActor = insertActor(pSector, 102); pSprite = &pActor->s(); } else { pSprite = &pActor->s(); x = pSprite->x; y = pSprite->y; z = pSprite->z; nAngle = pSprite->ang; ChangeActorStat(pActor, 102); } pSprite->x = x; pSprite->y = y; pSprite->z = z; pSprite->cstat = 0x101; pSprite->shade = -12; pSprite->clipdist = 32; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->xrepeat = 42; pSprite->yrepeat = 42; pSprite->pal = pSprite->sector()->ceilingpal; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->ang = nAngle; pSprite->picnum = 1; pSprite->hitag = 0; pSprite->lotag = runlist_HeadRun() + 1; pSprite->extra = -1; // GrabTimeSlot(3); pActor->nAction = 0; pActor->nHealth = 640; pActor->nFrame = 0; pActor->pTarget = nullptr; pActor->nCount = 0; pActor->nPhase = Counters[kCountMummy]++; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0xE0000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0xE0000); nCreaturesTotal++; } void CheckMummyRevive(DExhumedActor* pActor) { auto pSprite = &pActor->s(); ExhumedStatIterator it(102); while (auto pOther = it.Next()) { if (pOther != pActor) { if (pOther->nAction != 5) { continue; } auto pSprite2 = &pOther->s(); int x = abs(pSprite2->x - pSprite->x) >> 8; int y = abs(pSprite2->y - pSprite->y) >> 8; if (x <= 20 && y <= 20) { if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sector(), pSprite2->x, pSprite2->y, pSprite2->z - 8192, pSprite2->sector())) { pSprite2->cstat = 0; pOther->nAction = 6; pOther->nFrame = 0; } } } } } void AIMummy::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pTarget = UpdateEnemy(&pActor->pTarget); auto pSprite = &pActor->s(); int nAction = pActor->nAction; Gravity(pActor); int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); int nFrame = SeqBase[nSeq] + pActor->nFrame; int nFrameFlag = FrameFlag[nFrame]; seq_MoveSequence(pActor, nSeq, pActor->nFrame); bool bVal = false; pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; bVal = true; } if (pTarget != nullptr && nAction < 4) { if ((!pTarget->s().cstat) && nAction) { pActor->nAction = 0; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; } } auto nMov = MoveCreatureWithCaution(pActor); if (nAction > 7) return; switch (nAction) { case 0: { if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { pSprite->cstat = 0x101; if (pTarget == nullptr) { auto pTarget = FindPlayer(pActor, 100); if (pTarget != nullptr) { D3PlayFX(StaticSound[kSound7], pActor); pActor->nFrame = 0; pActor->pTarget = pTarget; pActor->nAction = 1; pActor->nCount = 90; pSprite->xvel = bcos(pSprite->ang, -2); pSprite->yvel = bsin(pSprite->ang, -2); } } } return; } case 1: { if (pActor->nCount > 0) { pActor->nCount--; } if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { pSprite->cstat = 0x101; PlotCourseToSprite(pActor, pTarget); if (pActor->nAction == 1) { if (RandomBit() && pTarget) { if (cansee(pSprite->x, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sector(), pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sector())) { pActor->nAction = 3; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; return; } } } } // loc_2B5A8 if (!pActor->nFrame) { pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); } if (pSprite->xvel || pSprite->yvel) { if (pSprite->xvel > 0) { pSprite->xvel -= 1024; if (pSprite->xvel < 0) { pSprite->xvel = 0; } } else if (pSprite->xvel < 0) { pSprite->xvel += 1024; if (pSprite->xvel > 0) { pSprite->xvel = 0; } } if (pSprite->yvel > 0) { pSprite->yvel -= 1024; if (pSprite->yvel < 0) { pSprite->yvel = 0; } } else if (pSprite->yvel < 0) { pSprite->yvel += 1024; if (pSprite->yvel > 0) { pSprite->yvel = 0; } } } switch (nMov.type) { case kHitWall: { pSprite->ang = (pSprite->ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -2); pSprite->yvel = bsin(pSprite->ang, -2); return; } case kHitSprite: { if (nMov.actor() == pTarget) { int nAngle = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y); if (AngleDiff(pSprite->ang, nAngle) < 64) { pActor->nAction = 2; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; } } return; } } break; } case 2: { if (pTarget == nullptr) { pActor->nAction = 0; pActor->nFrame = 0; } else { if (PlotCourseToSprite(pActor, pTarget) >= 1024) { pActor->nAction = 1; pActor->nFrame = 0; } else if (nFrameFlag & 0x80) { runlist_DamageEnemy(pTarget, pActor, 5); } } return; } case 3: { if (bVal) { pActor->nFrame = 0; pActor->nAction = 0; pActor->nCount = 100; pActor->pTarget = nullptr; return; } else if (nFrameFlag & 0x80) { SetQuake(pActor, 100); // low 16 bits of returned var contains the sprite index, the high 16 the bullet number auto pBullet = BuildBullet(pActor, 9, -15360, pSprite->ang, pTarget, 1); CheckMummyRevive(pActor); if (pBullet) { if (!RandomSize(3)) { SetBulletEnemy(pBullet->nPhase, pTarget); pBullet->s().pal = 5; } } } return; } case 4: { if (bVal) { pActor->nFrame = 0; pActor->nAction = 5; } return; } case 5: { pActor->nFrame = 0; return; } case 6: { if (bVal) { pSprite->cstat = 0x101; pActor->nAction = 0; pActor->nHealth = 300; pActor->pTarget = nullptr; nCreaturesTotal++; } return; } case 7: { if (nMov.exbits) { pSprite->xvel >>= 1; pSprite->yvel >>= 1; } if (bVal) { pSprite->xvel = 0; pSprite->yvel = 0; pSprite->cstat = 0x101; pActor->nAction = 0; pActor->nFrame = 0; pActor->pTarget = nullptr; } return; } } } void AIMummy::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b); return; } void AIMummy::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; if (pActor->nHealth <= 0) return; ev->nDamage = runlist_CheckRadialDamage(pActor); Damage(ev); } void AIMummy::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); if (ev->nDamage <= 0) return; if (pActor->nHealth <= 0) { return; } pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pActor->nHealth = 0; pSprite->cstat &= 0xFEFE; nCreaturesKilled++; DropMagic(pActor); pActor->nFrame = 0; pActor->nAction = 4; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->z = pSprite->sector()->floorz; } else { if (!RandomSize(2)) { pActor->nAction = 7; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; } } return; } END_PS_NS