//------------------------------------------------------------------------- /* 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 "exhumed.h" #include "aistuff.h" #include "engine.h" #include "sequence.h" #include "sound.h" #include BEGIN_PS_NS static const actionSeq AnubisSeq[] = { { 0, 0 }, { 8, 0 }, { 16, 0 }, { 24, 0 }, { 32, 0 }, { -1, 0 }, { 46, 1 }, { 46, 1 }, { 47, 1 }, { 49, 1 }, { 49, 1 }, { 40, 1 }, { 42, 1 }, { 41, 1 }, { 43, 1 }, }; void BuildAnubis(DExhumedActor* ap, const DVector3& pos, sectortype* pSector, DAngle nAngle, uint8_t bIsDrummer) { if (ap == nullptr) { ap = insertActor(pSector, 101); ap->spr.pos = pos; } else { ChangeActorStat(ap, 101); ap->spr.pos.Z = ap->sector()->floorz; nAngle = ap->spr.angle; } ap->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; ap->spr.xoffset = 0; ap->spr.shade = -12; ap->spr.yoffset = 0; ap->spr.picnum = 1; ap->spr.pal = ap->sector()->ceilingpal; ap->set_const_clipdist(60); ap->spr.angle = nAngle; ap->spr.xrepeat = 40; ap->spr.yrepeat = 40; ap->vel.X = 0; ap->vel.Y = 0; ap->vel.Z = 0; ap->spr.hitag = 0; ap->spr.lotag = runlist_HeadRun() + 1; ap->spr.extra = -1; // GrabTimeSlot(3); if (bIsDrummer) { auto& nAnubisDrum = Counters[kCountAnubisDrum]; ap->nAction = nAnubisDrum + 6; nAnubisDrum++; if (nAnubisDrum >= 5) { nAnubisDrum = 0; } } else { ap->nAction = 0; } ap->nPhase = Counters[kCountAnubis]++; ap->nHealth = 540; ap->nFrame = 0; ap->pTarget = nullptr; ap->nCount = 0; ap->spr.intowner = runlist_AddRunRec(ap->spr.lotag - 1, ap, 0x90000); runlist_AddRunRec(NewRun, ap, 0x90000); nCreaturesTotal++; } void AIAnubis::Tick(RunListEvent* ev) { auto ap = ev->pObjActor; int nAction = ap->nAction; bool bVal = false; if (nAction < 11) { Gravity(ap); } int nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a; seq_MoveSequence(ap, nSeq, ap->nFrame); ap->spr.picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame); ap->nFrame++; if (ap->nFrame >= SeqSize[nSeq]) { ap->nFrame = 0; bVal = true; } DExhumedActor* pTarget = ap->pTarget; int nFrame = SeqBase[nSeq] + ap->nFrame; int nFlag = FrameFlag[nFrame]; Collision move; move.setNone(); if (nAction > 0 && nAction < 11) { move = MoveCreatureWithCaution(ap); } switch (nAction) { case 0: { if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F)) { if (pTarget == nullptr) { pTarget = FindPlayer(ap, 100); } if (pTarget) { D3PlayFX(StaticSound[kSound8], ap); ap->nAction = 1; ap->nFrame = 0; ap->pTarget = pTarget; ap->VelFromAngle(-2); } } return; } case 1: { if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F) && pTarget) { PlotCourseToSprite(ap, pTarget); ap->vel.XY() = ap->spr.angle.ToVector() * 256; } switch (move.type) { case kHitSprite: { if (move.actor() == pTarget) { auto nAngDiff = AngleDiff(ap->spr.angle, VecToAngle(pTarget->spr.pos - ap->spr.pos)); if (nAngDiff < 64) { ap->nAction = 2; ap->nFrame = 0; } break; } // else we fall through to 0x8000 [[fallthrough]]; } case kHitWall: { ap->spr.angle += DAngle45; ap->VelFromAngle(-2); break; } default: { if (ap->nCount) { ap->nCount--; } else { ap->nCount = 60; if (pTarget != nullptr) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity? { if (cansee(ap->spr.pos.plusZ(-GetActorHeightF(ap)), ap->sector(), pTarget->spr.pos.plusZ(-GetActorHeightF(pTarget)), pTarget->sector())) { ap->vel.X = 0; ap->vel.Y = 0; ap->spr.angle = VecToAngle(pTarget->spr.pos - ap->spr.pos); ap->nAction = 3; ap->nFrame = 0; } } } break; } } break; } case 2: { if (pTarget == nullptr) { ap->nAction = 0; ap->nCount = 50; } else { if (PlotCourseToSprite(ap, pTarget) >= 768) { ap->nAction = 1; } else { if (nFlag & 0x80) { runlist_DamageEnemy(pTarget, ap, 7); } } } break; } case 3: { if (bVal) { ap->nAction = 1; ap->vel.XY() = ap->spr.angle.ToVector() * 256; ap->nFrame = 0; } else { // loc_25718: if (nFlag & 0x80) { BuildBullet(ap, 8, -1, ap->spr.angle, pTarget, 1); } } return; } case 4: case 5: { ap->vel.X = 0; ap->vel.Y = 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; ap->vel.X = 0; ap->vel.Y = 0; } return; } case 13: case 14: { ap->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; return; } default: return; } // loc_2564C: if (nAction && pTarget != nullptr) { if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) { ap->nAction = 0; ap->nFrame = 0; ap->nCount = 100; ap->pTarget = nullptr; ap->vel.X = 0; ap->vel.Y = 0; } } } void AIAnubis::Draw(RunListEvent* ev) { auto ap = ev->pObjActor; if (!ap) return; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b); } void AIAnubis::RadialDamage(RunListEvent* ev) { auto ap = ev->pObjActor; if (!ap) return; if (ap->nAction < 11) { ev->nDamage = runlist_CheckRadialDamage(ap); Damage(ev); } } void AIAnubis::Damage(RunListEvent* ev) { auto ap = ev->pObjActor; if (!ap) return; int nAction = ap->nAction; int nDamage = ev->nDamage; if (nDamage) { if (ap->nHealth <= 0) return; ap->nHealth -= dmgAdjust(nDamage); if (ap->nHealth > 0) { // loc_258D6: if (ev->pOtherActor == nullptr) { return; } auto statnum = ev->pOtherActor->spr.statnum; if (statnum == 100 || statnum < 199) { if (!RandomSize(5)) { ap->pTarget = ev->pOtherActor; } } if (RandomSize(1)) { if (nAction >= 6 && nAction <= 10) { auto pDrumActor = insertActor(ap->sector(), kStatAnubisDrum); pDrumActor->spr.pos = { ap->spr.pos.X, ap->spr.pos.Y, pDrumActor->sector()->floorz }; pDrumActor->spr.xrepeat = 40; pDrumActor->spr.yrepeat = 40; pDrumActor->spr.shade = -64; BuildObject(pDrumActor, 2, 0); } ap->nAction = 4; ap->nFrame = 0; } else { // loc_259B5: D3PlayFX(StaticSound[kSound39], ap); } } else { // he ded. ap->vel.X = 0; ap->vel.Y = 0; ap->vel.Z = 0; ap->spr.pos.Z = ap->sector()->floorz; ap->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; ap->nHealth = 0; nCreaturesKilled++; if (nAction < 11) { DropMagic(ap); ap->nAction = int(ev->isRadialEvent()) + 11; ap->nFrame = 0; } } } } END_PS_NS