mirror of
https://github.com/DrBeef/Raze.git
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477 lines
11 KiB
C++
477 lines
11 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "sequence.h"
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#include "sound.h"
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#include "exhumed.h"
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#include <assert.h>
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#include "engine.h"
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BEGIN_PS_NS
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static actionSeq MummySeq[] = {
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{8, 0},
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{0, 0},
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{16, 0},
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{24, 0},
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{32, 1},
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{40, 1},
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{48, 1},
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{50, 0}
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};
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void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(pSector, 102);
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pSprite = &pActor->s();
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}
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else
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{
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = pSprite->z;
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nAngle = pSprite->ang;
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ChangeActorStat(pActor, 102);
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}
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pSprite->x = x;
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pSprite->y = y;
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pSprite->z = z;
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pSprite->cstat = 0x101;
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pSprite->shade = -12;
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pSprite->clipdist = 32;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->xrepeat = 42;
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pSprite->yrepeat = 42;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = nAngle;
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pSprite->picnum = 1;
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pSprite->hitag = 0;
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pSprite->lotag = runlist_HeadRun() + 1;
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pSprite->extra = -1;
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// GrabTimeSlot(3);
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pActor->nAction = 0;
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pActor->nHealth = 640;
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pActor->nFrame = 0;
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pActor->pTarget = nullptr;
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pActor->nCount = 0;
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pActor->nPhase = Counters[kCountMummy]++;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0xE0000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0xE0000);
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nCreaturesTotal++;
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}
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void CheckMummyRevive(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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ExhumedStatIterator it(102);
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while (auto pOther = it.Next())
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{
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if (pOther != pActor)
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{
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if (pOther->nAction != 5) {
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continue;
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}
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auto pSprite2 = &pOther->s();
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int x = abs(pSprite2->x - pSprite->x) >> 8;
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int y = abs(pSprite2->y - pSprite->y) >> 8;
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if (x <= 20 && y <= 20)
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{
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if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sector(),
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pSprite2->x, pSprite2->y, pSprite2->z - 8192, pSprite2->sector()))
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{
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pSprite2->cstat = 0;
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pOther->nAction = 6;
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pOther->nFrame = 0;
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}
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}
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}
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}
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}
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void AIMummy::Tick(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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auto pTarget = UpdateEnemy(&pActor->pTarget);
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auto pSprite = &pActor->s();
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int nAction = pActor->nAction;
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Gravity(pActor);
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int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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int nFrame = SeqBase[nSeq] + pActor->nFrame;
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int nFrameFlag = FrameFlag[nFrame];
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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bool bVal = false;
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq])
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{
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pActor->nFrame = 0;
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bVal = true;
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}
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if (pTarget != nullptr && nAction < 4)
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{
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if ((!pTarget->s().cstat) && nAction)
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{
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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}
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auto nMov = MoveCreatureWithCaution(pActor);
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if (nAction > 7)
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return;
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switch (nAction)
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{
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case 0:
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{
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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pSprite->cstat = 0x101;
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if (pTarget == nullptr)
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{
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auto pTarget = FindPlayer(pActor, 100);
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if (pTarget != nullptr)
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{
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D3PlayFX(StaticSound[kSound7], pActor);
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pActor->nFrame = 0;
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pActor->pTarget = pTarget;
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pActor->nAction = 1;
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pActor->nCount = 90;
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pSprite->xvel = bcos(pSprite->ang, -2);
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pSprite->yvel = bsin(pSprite->ang, -2);
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}
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}
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}
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return;
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}
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case 1:
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{
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if (pActor->nCount > 0)
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{
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pActor->nCount--;
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}
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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pSprite->cstat = 0x101;
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PlotCourseToSprite(pActor, pTarget);
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if (pActor->nAction == 1)
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{
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if (RandomBit() && pTarget)
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{
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if (cansee(pSprite->x, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sector(),
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pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sector()))
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{
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pActor->nAction = 3;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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return;
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}
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}
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}
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}
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// loc_2B5A8
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if (!pActor->nFrame)
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{
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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}
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if (pSprite->xvel || pSprite->yvel)
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{
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if (pSprite->xvel > 0)
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{
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pSprite->xvel -= 1024;
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if (pSprite->xvel < 0) {
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pSprite->xvel = 0;
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}
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}
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else if (pSprite->xvel < 0)
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{
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pSprite->xvel += 1024;
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if (pSprite->xvel > 0) {
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pSprite->xvel = 0;
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}
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}
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if (pSprite->yvel > 0)
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{
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pSprite->yvel -= 1024;
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if (pSprite->yvel < 0) {
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pSprite->yvel = 0;
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}
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}
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else if (pSprite->yvel < 0)
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{
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pSprite->yvel += 1024;
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if (pSprite->yvel > 0) {
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pSprite->yvel = 0;
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}
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}
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}
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switch (nMov.type)
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{
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case kHitWall:
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{
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pSprite->ang = (pSprite->ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -2);
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pSprite->yvel = bsin(pSprite->ang, -2);
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return;
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}
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case kHitSprite:
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{
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if (nMov.actor() == pTarget)
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{
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int nAngle = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
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if (AngleDiff(pSprite->ang, nAngle) < 64)
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{
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pActor->nAction = 2;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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}
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return;
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}
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}
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break;
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}
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case 2:
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{
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if (pTarget == nullptr)
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{
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pActor->nAction = 0;
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pActor->nFrame = 0;
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}
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else
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{
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if (PlotCourseToSprite(pActor, pTarget) >= 1024)
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{
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pActor->nAction = 1;
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pActor->nFrame = 0;
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}
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else if (nFrameFlag & 0x80)
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{
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runlist_DamageEnemy(pTarget, pActor, 5);
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}
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}
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return;
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}
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case 3:
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{
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if (bVal)
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{
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pActor->nFrame = 0;
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pActor->nAction = 0;
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pActor->nCount = 100;
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pActor->pTarget = nullptr;
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return;
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}
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else if (nFrameFlag & 0x80)
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{
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SetQuake(pActor, 100);
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// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
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auto pBullet = BuildBullet(pActor, 9, -15360, pSprite->ang, pTarget, 1);
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CheckMummyRevive(pActor);
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if (pBullet)
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{
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if (!RandomSize(3))
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{
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SetBulletEnemy(pBullet->nPhase, pTarget);
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pBullet->s().pal = 5;
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}
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}
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}
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return;
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}
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case 4:
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{
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if (bVal)
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{
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pActor->nFrame = 0;
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pActor->nAction = 5;
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}
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return;
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}
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case 5:
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{
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pActor->nFrame = 0;
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return;
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}
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case 6:
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{
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if (bVal)
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{
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pSprite->cstat = 0x101;
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pActor->nAction = 0;
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pActor->nHealth = 300;
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pActor->pTarget = nullptr;
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nCreaturesTotal++;
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}
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return;
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}
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case 7:
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{
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if (nMov.exbits)
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{
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pSprite->xvel >>= 1;
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pSprite->yvel >>= 1;
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}
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if (bVal)
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{
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->cstat = 0x101;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->pTarget = nullptr;
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}
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return;
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}
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}
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}
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void AIMummy::Draw(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b);
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return;
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}
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void AIMummy::RadialDamage(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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if (pActor->nHealth <= 0)
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return;
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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Damage(ev);
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}
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void AIMummy::Damage(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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auto pSprite = &pActor->s();
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if (ev->nDamage <= 0)
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return;
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if (pActor->nHealth <= 0) {
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return;
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}
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (pActor->nHealth <= 0)
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{
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pActor->nHealth = 0;
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pSprite->cstat &= 0xFEFE;
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nCreaturesKilled++;
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DropMagic(pActor);
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pActor->nFrame = 0;
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pActor->nAction = 4;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->z = pSprite->sector()->floorz;
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}
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else
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{
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if (!RandomSize(2))
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{
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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}
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return;
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}
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END_PS_NS
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