//------------------------------------------------------------------------- /* 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 BEGIN_PS_NS static actionSeq SetSeq[] = { {0, 0}, {77, 1}, {78, 1}, {0, 0}, {9, 0}, {63, 0}, {45, 0}, {18, 0}, {27, 0}, {36, 0}, {72, 1}, {74, 1} }; void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel) { if (pActor == nullptr) { pActor = insertActor(pSector, 120); } else { ChangeActorStat(pActor, 120); x = pActor->int_pos().X; y = pActor->int_pos().Y; z = pActor->sector()->int_floorz(); nAngle = pActor->spr.ang; } pActor->set_int_pos({ x, y, z }); pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->spr.shade = -12; pActor->spr.clipdist = 110; pActor->spr.xvel = 0; pActor->spr.yvel = 0; pActor->spr.zvel = 0; pActor->spr.xrepeat = 87; pActor->spr.yrepeat = 96; pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.ang = nAngle; pActor->spr.picnum = 1; pActor->spr.hitag = 0; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.extra = -1; // GrabTimeSlot(3); pActor->nAction = 1; pActor->nHealth = 8000; pActor->nFrame = 0; pActor->pTarget = nullptr; pActor->nCount = 90; pActor->nIndex = 0; pActor->nIndex2 = 0; pActor->nPhase = Counters[kCountSet]++; pActor->nChannel = nChannel; pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x190000); // this isn't stored anywhere. runlist_AddRunRec(NewRun, pActor, 0x190000); nCreaturesTotal++; } void BuildSoul(DExhumedActor* pSet) { auto pActor = insertActor(pSet->sector(), 0); pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; pActor->spr.shade = -127; pActor->spr.xrepeat = 1; pActor->spr.yrepeat = 1; pActor->spr.pal = 0; pActor->spr.clipdist = 5; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.picnum = seq_GetSeqPicnum(kSeqSet, 75, 0); pActor->spr.ang = RandomSize(11); pActor->spr.xvel = 0; pActor->spr.yvel = 0; pActor->spr.zvel = (-256) - RandomSize(10); pActor->set_int_pos({ pSet->int_pos().X, pSet->int_pos().Y, (RandomSize(8) << 8) + 8192 + pActor->sector()->int_ceilingz() - GetActorHeight(pActor) }); //pActor->spr.hitag = nSet; pActor->pTarget = pSet; pActor->nPhase = Counters[kCountSoul]++; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.extra = 0; // GrabTimeSlot(3); pActor->spr.intowner = runlist_AddRunRec(NewRun, pActor, 0x230000); } void AISoul::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; seq_MoveSequence(pActor, SeqOffsets[kSeqSet] + 75, 0); if (pActor->spr.xrepeat < 32) { pActor->spr.xrepeat++; pActor->spr.yrepeat++; } pActor->spr.extra += (pActor->nPhase & 0x0F) + 5; pActor->spr.extra &= kAngleMask; int nVel = bcos(pActor->spr.extra, -7); auto coll = movesprite(pActor, bcos(pActor->spr.ang) * nVel, bsin(pActor->spr.ang) * nVel, pActor->spr.zvel, 5120, 0, CLIPMASK0); if (coll.exbits & 0x10000) { DExhumedActor* pSet = pActor->pTarget; if (!pSet) return; pActor->spr.cstat = 0; pActor->spr.yrepeat = 1; pActor->spr.xrepeat = 1; pActor->set_int_pos({ pSet->int_pos().X, pSet->int_pos().Y, pSet->int_pos().Z - (GetActorHeight(pSet) >> 1) }); ChangeActorSect(pActor, pSet->sector()); return; } } void AISet::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; if (nAction == 5) { ev->nDamage = runlist_CheckRadialDamage(pActor); // fall through to case 0x80000 } Damage(ev); } void AISet::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; if (ev->nDamage && pActor->nHealth > 0) { if (nAction != 1) { pActor->nHealth -= dmgAdjust(ev->nDamage); } if (pActor->nHealth <= 0) { pActor->spr.xvel = 0; pActor->spr.yvel = 0; pActor->spr.zvel = 0; pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; pActor->nHealth = 0; nCreaturesKilled++; if (nAction < 10) { pActor->nFrame = 0; pActor->nAction = 10; } } else if (nAction == 1) { pActor->nAction = 2; pActor->nFrame = 0; } } } void AISet::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqSet] + SetSeq[nAction].a, pActor->nFrame, SetSeq[nAction].b); return; } void AISet::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; bool bVal = false; Gravity(pActor); int nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a; pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(pActor, nSeq, pActor->nFrame); if (nAction == 3) { if (pActor->nIndex2) { pActor->nFrame++; } } pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; bVal = true; } int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame]; DExhumedActor* pTarget = pActor->pTarget; if (pTarget && nAction < 10) { if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) { pActor->pTarget = nullptr; pActor->nAction = 0; pActor->nFrame = 0; pTarget = nullptr; } } auto nMov = MoveCreature(pActor); auto sect = pActor->sector(); pushmove(pActor, §, pActor->spr.clipdist << 2, 5120, -5120, CLIPMASK0); pActor->setsector(sect); if (pActor->spr.zvel > 4000) { if (nMov.exbits & kHitAux2) { SetQuake(pActor, 100); } } switch (nAction) { default: return; case 0: { if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { if (pTarget == nullptr) { pTarget = FindPlayer(pActor, 1000); } if (pTarget) { pActor->nAction = 3; pActor->nFrame = 0; pActor->pTarget = pTarget; pActor->spr.xvel = bcos(pActor->spr.ang, -1); pActor->spr.yvel = bsin(pActor->spr.ang, -1); } } return; } case 1: { if (FindPlayer(pActor, 1000)) { pActor->nCount--; if (pActor->nCount <= 0) { pActor->nAction = 2; pActor->nFrame = 0; } } return; } case 2: { if (bVal) { pActor->nAction = 7; pActor->nIndex = 0; pActor->nFrame = 0; pActor->spr.xvel = 0; pActor->spr.yvel = 0; pActor->pTarget = FindPlayer(pActor, 1000); } return; } case 3: { if (pTarget != nullptr) { if ((nFlag & 0x10) && (nMov.exbits & kHitAux2)) { SetQuake(pActor, 100); } int nCourse = PlotCourseToSprite(pActor, pTarget); if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { int nRand = RandomSize(3); switch (nRand) { case 0: case 2: { pActor->nIndex = 0; pActor->nAction = 7; pActor->nFrame = 0; pActor->spr.xvel = 0; pActor->spr.yvel = 0; return; } case 1: { PlotCourseToSprite(pActor, pTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pActor->spr.xvel = 0; pActor->spr.yvel = 0; return; } default: { if (nCourse <= 100) { pActor->nIndex2 = 0; } else { pActor->nIndex2 = 1; } break; } } } // loc_338E2 int nAngle = pActor->spr.ang & 0xFFF8; pActor->spr.xvel = bcos(nAngle, -1); pActor->spr.yvel = bsin(nAngle, -1); if (pActor->nIndex2) { pActor->spr.xvel *= 2; pActor->spr.yvel *= 2; } if (nMov.type == kHitWall) { auto pSector = nMov.hitWall->nextSector(); if (pSector) { if ((pActor->int_pos().Z - pSector->int_floorz()) < 55000) { if (pActor->int_pos().Z > pSector->int_ceilingz()) { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pActor->spr.xvel = 0; pActor->spr.yvel = 0; return; } } } pActor->spr.ang = (pActor->spr.ang + 256) & kAngleMask; pActor->spr.xvel = bcos(pActor->spr.ang, -1); pActor->spr.yvel = bsin(pActor->spr.ang, -1); break; } else if (nMov.type == kHitSprite) { if (pTarget == nMov.actor()) { int nAng = getangle(pTarget->int_pos().X - pActor->int_pos().X, pTarget->int_pos().Y - pActor->int_pos().Y); if (AngleDiff(pActor->spr.ang, nAng) < 64) { pActor->nAction = 4; pActor->nFrame = 0; } break; } else { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pActor->spr.xvel = 0; pActor->spr.yvel = 0; return; } } break; } else { pActor->nAction = 0; pActor->nFrame = 0; return; } } case 4: { if (pTarget == nullptr) { pActor->nAction = 0; pActor->nCount = 50; } else { if (PlotCourseToSprite(pActor, pTarget) >= 768) { pActor->nAction = 3; } else if (nFlag & 0x80) { runlist_DamageEnemy(pTarget, pActor, 5); } } break; } case 5: { if (bVal) { pActor->nAction = 0; pActor->nCount = 15; } return; } case 6: { if (nFlag & 0x80) { auto pBullet = BuildBullet(pActor, 11, -1, pActor->spr.ang, pTarget, 1); if (pBullet) SetBulletEnemy(pBullet->nPhase, pTarget); pActor->nRun--; if (pActor->nRun <= 0 || !RandomBit()) { pActor->nAction = 0; pActor->nFrame = 0; } } return; } case 7: { if (bVal) { if (pActor->nIndex) { pActor->spr.zvel = -10000; } else { pActor->spr.zvel = -(PlotCourseToSprite(pActor, pTarget)); } pActor->nAction = 8; pActor->nFrame = 0; pActor->spr.xvel = bcos(pActor->spr.ang); pActor->spr.yvel = bsin(pActor->spr.ang); } return; } case 8: { if (bVal) { pActor->nFrame = SeqSize[nSeq] - 1; } if (nMov.exbits & kHitAux2) { SetQuake(pActor, 200); pActor->nAction = 9; pActor->nFrame = 0; } return; } case 9: { pActor->spr.xvel >>= 1; pActor->spr.yvel >>= 1; if (bVal) { pActor->spr.xvel = 0; pActor->spr.yvel = 0; PlotCourseToSprite(pActor, pTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pActor->spr.xvel = 0; pActor->spr.yvel = 0; } return; } case 10: { if (nFlag & 0x80) { pActor->add_int_z(-GetActorHeight(pActor)); BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqSet, 76, 0)); pActor->add_int_z(GetActorHeight(pActor)); } if (bVal) { pActor->nAction = 11; pActor->nFrame = 0; runlist_ChangeChannel(pActor->nChannel, 1); for (int i = 0; i < 20; i++) { BuildSoul(pActor); } } return; } case 11: { pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; return; } } // loc_33AE3: ? if (nAction) { if (pTarget) { if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 100; pActor->pTarget = nullptr; pActor->spr.xvel = 0; pActor->spr.yvel = 0; } } } return; } END_PS_NS