//------------------------------------------------------------------------- /* 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* nSector, int nAngle, int nChannel) { spritetype* pSprite; if (pActor == nullptr) { pActor = insertActor(nSector, 120); pSprite = &pActor->s(); } else { ChangeActorStat(pActor, 120); pSprite = &pActor->s(); x = pSprite->x; y = pSprite->y; z = pSprite->sector()->floorz; nAngle = pSprite->ang; } pSprite->x = x; pSprite->y = y; pSprite->z = z; pSprite->cstat = 0x101; pSprite->shade = -12; pSprite->clipdist = 110; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->xrepeat = 87; pSprite->yrepeat = 96; 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 = 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; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x190000); // this isn't stored anywhere. runlist_AddRunRec(NewRun, pActor, 0x190000); nCreaturesTotal++; } void BuildSoul(DExhumedActor* pSet) { auto pSetSprite = &pSet->s(); auto pActor = insertActor(pSetSprite->sector(), 0); auto pSprite = &pActor->s(); pSprite->cstat = 0x8000; pSprite->shade = -127; pSprite->xrepeat = 1; pSprite->yrepeat = 1; pSprite->pal = 0; pSprite->clipdist = 5; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->picnum = seq_GetSeqPicnum(kSeqSet, 75, 0); pSprite->ang = RandomSize(11); pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = (-256) - RandomSize(10); pSprite->x = pSetSprite->x; pSprite->y = pSetSprite->y; pSprite->z = (RandomSize(8) << 8) + 8192 + pSprite->sector()->ceilingz - GetActorHeight(pActor); //pSprite->hitag = nSet; pActor->pTarget = pSet; pActor->nPhase = Counters[kCountSoul]++; pSprite->lotag = runlist_HeadRun() + 1; pSprite->extra = 0; // GrabTimeSlot(3); pSprite->owner = runlist_AddRunRec(NewRun, pActor, 0x230000); } void AISoul::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); seq_MoveSequence(pActor, SeqOffsets[kSeqSet] + 75, 0); if (pSprite->xrepeat < 32) { pSprite->xrepeat++; pSprite->yrepeat++; } pSprite->extra += (pActor->nPhase & 0x0F) + 5; pSprite->extra &= kAngleMask; int nVel = bcos(pSprite->extra, -7); auto coll = movesprite(pActor, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0); if (coll.exbits & 0x10000) { auto pSet = pActor->pTarget; if (!pSet) return; auto pSetSprite = &pSet->s(); pSprite->cstat = 0; pSprite->yrepeat = 1; pSprite->xrepeat = 1; pSprite->x = pSetSprite->x; pSprite->y = pSetSprite->y; pSprite->z = pSetSprite->z - (GetActorHeight(pSet) >> 1); ChangeActorSect(pActor, pSetSprite->sectnum); 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; auto pSprite = &pActor->s(); if (ev->nDamage && pActor->nHealth > 0) { if (nAction != 1) { pActor->nHealth -= dmgAdjust(ev->nDamage); } if (pActor->nHealth <= 0) { pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->cstat &= 0xFEFE; 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; auto pSprite = &pActor->s(); bool bVal = false; Gravity(pActor); int nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a; pSprite->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]; auto pTarget = pActor->pTarget; if (pTarget && nAction < 10) { if (!(pTarget->s().cstat & 0x101)) { pActor->pTarget = nullptr; pActor->nAction = 0; pActor->nFrame = 0; pTarget = nullptr; } } auto nMov = MoveCreature(pActor); static_assert(sizeof(pSprite->sectnum) != 4); int sectnum = pSprite->sectnum; pushmove(&pSprite->pos, §num, pSprite->clipdist << 2, 5120, -5120, CLIPMASK0); pSprite->sectnum = sectnum; if (pSprite->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; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->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; pSprite->xvel = 0; pSprite->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; pSprite->xvel = 0; pSprite->yvel = 0; return; } case 1: { PlotCourseToSprite(pActor, pTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pSprite->xvel = 0; pSprite->yvel = 0; return; } default: { if (nCourse <= 100) { pActor->nIndex2 = 0; } else { pActor->nIndex2 = 1; } break; } } } // loc_338E2 int nAngle = pSprite->ang & 0xFFF8; pSprite->xvel = bcos(nAngle, -1); pSprite->yvel = bsin(nAngle, -1); if (pActor->nIndex2) { pSprite->xvel *= 2; pSprite->yvel *= 2; } if (nMov.type == kHitWall) { auto pSector = nMov.wall()->nextSector(); if (pSector) { if ((pSprite->z - pSector->floorz) < 55000) { if (pSprite->z > pSector->ceilingz) { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; return; } } } pSprite->ang = (pSprite->ang + 256) & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); break; } else if (nMov.type == kHitSprite) { if (pTarget == nMov.actor) { int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y); if (AngleDiff(pSprite->ang, nAng) < 64) { pActor->nAction = 4; pActor->nFrame = 0; } break; } else { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->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, pSprite->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) { pSprite->zvel = -10000; } else { pSprite->zvel = -(PlotCourseToSprite(pActor, pTarget)); } pActor->nAction = 8; pActor->nFrame = 0; pSprite->xvel = bcos(pSprite->ang); pSprite->yvel = bsin(pSprite->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: { pSprite->xvel >>= 1; pSprite->yvel >>= 1; if (bVal) { pSprite->xvel = 0; pSprite->yvel = 0; PlotCourseToSprite(pActor, pTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pSprite->xvel = 0; pSprite->yvel = 0; } return; } case 10: { if (nFlag & 0x80) { pSprite->z -= GetActorHeight(pActor); BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqSet, 76, 0)); pSprite->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: { pSprite->cstat &= 0xFEFE; return; } } // loc_33AE3: ? if (nAction) { if (pTarget) { if (!(pTarget->s().cstat & 0x101)) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 100; pActor->pTarget = nullptr; pSprite->xvel = 0; pSprite->yvel = 0; } } } return; } END_PS_NS