//------------------------------------------------------------------------- /* 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 "sound.h" #include BEGIN_PS_NS static actionSeq ScorpSeq[] = { {0, 0}, {8, 0}, {29, 0}, {19, 0}, {45, 1}, {46, 1}, {47, 1}, {48, 1}, {50, 1}, {53, 1} }; void BuildScorp(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel) { spritetype* pSprite; if (pActor == nullptr) { pActor = insertActor(nSector, 122); pSprite = &pActor->s(); } else { ChangeActorStat(pActor, 122); pSprite = &pActor->s(); x = pSprite->x; y = pSprite->y; z = sector[pSprite->sectnum].floorz; nAngle = pSprite->ang; } pSprite->x = x; pSprite->y = y; pSprite->z = z; pSprite->cstat = 0x101; pSprite->clipdist = 70; pSprite->shade = -12; pSprite->xrepeat = 80; pSprite->yrepeat = 80; pSprite->picnum = 1; pSprite->pal = sector[pSprite->sectnum].ceilingpal; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->ang = nAngle; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->lotag = runlist_HeadRun() + 1; pSprite->extra = -1; pSprite->hitag = 0; // GrabTimeSlot(3); pActor->nHealth = 20000; pActor->nFrame = 0; pActor->nAction = 0; pActor->pTarget = nullptr; pActor->nCount = 0; pActor->nIndex2 = 1; pActor->nPhase = Counters[kCountScorp]++; pActor->nChannel = nChannel; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x220000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x220000); nCreaturesTotal++; } void AIScorp::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a, pActor->nFrame, ScorpSeq[nAction].b); } void AIScorp::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; ev->nDamage = runlist_CheckRadialDamage(pActor); if (ev->nDamage) Damage(ev); } void AIScorp::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; auto pSprite = &pActor->s(); bool bVal = false; DExhumedActor* pTarget = nullptr; if (pActor->nHealth <= 0) { return; } pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pActor->nHealth = 0; pActor->nAction = 4; pActor->nFrame = 0; pActor->nCount = 10; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->cstat &= 0xFEFE; nCreaturesKilled++; return; } else { pTarget = ev->pOtherActor; if (pTarget) { if (pSprite->statnum == 100 || (pSprite->statnum < 199 && !RandomSize(5))) { pActor->pTarget = pTarget; } } if (!RandomSize(5)) { pActor->nAction = RandomSize(2) + 4; pActor->nFrame = 0; return; } if (RandomSize(2)) { return; } D3PlayFX(StaticSound[kSound41], pActor); Effect(ev, pTarget, 0); } } void AIScorp::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; auto pSprite = &pActor->s(); bool bVal = false; DExhumedActor* pTarget = nullptr; if (pActor->nHealth) { Gravity(pActor); } int nSeq = SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(pActor, nSeq, pActor->nFrame); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; bVal = true; } int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame]; pTarget = pActor->pTarget; switch (nAction) { default: return; case 0: { if (pActor->nCount > 0) { pActor->nCount--; return; } if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { if (pTarget == nullptr) { pTarget = FindPlayer(pActor, 500); if (pTarget) { D3PlayFX(StaticSound[kSound41], pActor); pActor->nFrame = 0; pSprite->xvel = bcos(pSprite->ang); pSprite->yvel = bsin(pSprite->ang); pActor->nAction = 1; pActor->pTarget = pTarget; } } } return; } case 1: { pActor->nIndex2--; if (pActor->nIndex2 <= 0) { pActor->nIndex2 = RandomSize(5); Effect(ev, pTarget, 0); } else { auto nMov = MoveCreatureWithCaution(pActor); if (nMov.type == kHitSprite) { if (pTarget == nMov.actor) { 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; } Effect(ev, pTarget, 2); } else { Effect(ev, pTarget, 0); } return; } else if (nMov.type == kHitWall) { Effect(ev, pTarget, 0); } else { Effect(ev, pTarget, 1); } } return; } case 2: { if (pTarget == nullptr) { pActor->nAction = 0; pActor->nCount = 5; } else { if (PlotCourseToSprite(pActor, pTarget) >= 768) { pActor->nAction = 1; } else if (nFlag & 0x80) { runlist_DamageEnemy(pTarget, pActor, 7); } } Effect(ev, pTarget, 2); return; } case 3: { if (bVal) { pActor->nIndex--; if (pActor->nIndex <= 0) { pActor->nAction = 1; pSprite->xvel = bcos(pSprite->ang); pSprite->yvel = bsin(pSprite->ang); pActor->nFrame = 0; return; } } if (!(nFlag & 0x80)) { return; } auto nBulletSprite = BuildBullet(pActor, 16, -1, pSprite->ang, pTarget, 1); if (nBulletSprite) { PlotCourseToSprite(nBulletSprite, pTarget); } return; } case 4: case 5: case 6: case 7: { if (!bVal) { return; } if (pActor->nHealth > 0) { pActor->nAction = 1; pActor->nFrame = 0; pActor->nCount = 0; return; } pActor->nCount--; if (pActor->nCount <= 0) { pActor->nAction = 8; } else { pActor->nAction = RandomBit() + 6; } return; } case 8: { if (bVal) { pActor->nAction++; // set to 9 pActor->nFrame = 0; runlist_ChangeChannel(pActor->nChannel, 1); return; } auto pSpiderActor = BuildSpider(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang); if (pSpiderActor) { auto pSpiderSprite = &pSpiderActor->s(); pSpiderSprite->ang = RandomSize(11); int nVel = RandomSize(5) + 1; pSpiderSprite->xvel = bcos(pSpiderSprite->ang, -8) * nVel; pSpiderSprite->yvel = bsin(pSpiderSprite->ang, -8) * nVel; pSpiderSprite->zvel = (-(RandomSize(5) + 3)) << 8; } return; } case 9: { pSprite->cstat &= 0xFEFE; if (bVal) { runlist_SubRunRec(pActor->nRun); runlist_DoSubRunRec(pSprite->owner); runlist_FreeRun(pSprite->lotag - 1); DeleteActor(pActor); } return; } } } void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; auto pSprite = &pActor->s(); bool bVal = false; if (mode == 0) { PlotCourseToSprite(pActor, pTarget); pSprite->ang += RandomSize(7) - 63; pSprite->ang &= kAngleMask; pSprite->xvel = bcos(pSprite->ang); pSprite->yvel = bsin(pSprite->ang); } if (mode <= 1) { if (pActor->nCount) { pActor->nCount--; } else { pActor->nCount = 45; if (cansee(pSprite->x, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sectnum, pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum)) { pSprite->xvel = 0; pSprite->yvel = 0; pSprite->ang = GetMyAngle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y); pActor->nIndex = RandomSize(2) + RandomSize(3); if (!pActor->nIndex) { pActor->nCount = RandomSize(5); } else { pActor->nAction = 3; pActor->nFrame = 0; } } } } if (!nAction || pTarget == nullptr) { return; } if (!(pTarget->s().cstat & 0x101)) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 30; pActor->pTarget = nullptr; pSprite->xvel = 0; pSprite->yvel = 0; } } void FuncScorp(int nObject, int nMessage, int nDamage, int nRun) { AIScorp ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } END_PS_NS