raze/source/games/exhumed/src/mummy.cpp
2021-12-26 23:08:58 +01:00

477 lines
11 KiB
C++

//-------------------------------------------------------------------------
/*
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 "sequence.h"
#include "sound.h"
#include "exhumed.h"
#include <assert.h>
#include "engine.h"
BEGIN_PS_NS
static actionSeq MummySeq[] = {
{8, 0},
{0, 0},
{16, 0},
{24, 0},
{32, 1},
{40, 1},
{48, 1},
{50, 0}
};
void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
{
spritetype* pSprite;
if (pActor == nullptr)
{
pActor = insertActor(pSector, 102);
pSprite = &pActor->s();
}
else
{
pSprite = &pActor->s();
x = pSprite->x;
y = pSprite->y;
z = pSprite->z;
nAngle = pSprite->ang;
ChangeActorStat(pActor, 102);
}
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
pSprite->cstat = 0x101;
pSprite->shade = -12;
pSprite->clipdist = 32;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->xrepeat = 42;
pSprite->yrepeat = 42;
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 = 0;
pActor->nHealth = 640;
pActor->nFrame = 0;
pActor->pTarget = nullptr;
pActor->nCount = 0;
pActor->nPhase = Counters[kCountMummy]++;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0xE0000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0xE0000);
nCreaturesTotal++;
}
void CheckMummyRevive(DExhumedActor* pActor)
{
auto pSprite = &pActor->s();
ExhumedStatIterator it(102);
while (auto pOther = it.Next())
{
if (pOther != pActor)
{
if (pOther->nAction != 5) {
continue;
}
auto pSprite2 = &pOther->s();
int x = abs(pSprite2->x - pSprite->x) >> 8;
int y = abs(pSprite2->y - pSprite->y) >> 8;
if (x <= 20 && y <= 20)
{
if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sector(),
pSprite2->x, pSprite2->y, pSprite2->z - 8192, pSprite2->sector()))
{
pSprite2->cstat = 0;
pOther->nAction = 6;
pOther->nFrame = 0;
}
}
}
}
}
void AIMummy::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pTarget = UpdateEnemy(&pActor->pTarget);
auto pSprite = &pActor->s();
int nAction = pActor->nAction;
Gravity(pActor);
int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
int nFrame = SeqBase[nSeq] + pActor->nFrame;
int nFrameFlag = FrameFlag[nFrame];
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
bool bVal = false;
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
pActor->nFrame = 0;
bVal = true;
}
if (pTarget != nullptr && nAction < 4)
{
if ((!pTarget->s().cstat) && nAction)
{
pActor->nAction = 0;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
auto nMov = MoveCreatureWithCaution(pActor);
if (nAction > 7)
return;
switch (nAction)
{
case 0:
{
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = 0x101;
if (pTarget == nullptr)
{
auto pTarget = FindPlayer(pActor, 100);
if (pTarget != nullptr)
{
D3PlayFX(StaticSound[kSound7], pActor);
pActor->nFrame = 0;
pActor->pTarget = pTarget;
pActor->nAction = 1;
pActor->nCount = 90;
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
}
}
}
return;
}
case 1:
{
if (pActor->nCount > 0)
{
pActor->nCount--;
}
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = 0x101;
PlotCourseToSprite(pActor, pTarget);
if (pActor->nAction == 1)
{
if (RandomBit() && pTarget)
{
if (cansee(pSprite->x, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sector(),
pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sector()))
{
pActor->nAction = 3;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
}
}
}
// loc_2B5A8
if (!pActor->nFrame)
{
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
}
if (pSprite->xvel || pSprite->yvel)
{
if (pSprite->xvel > 0)
{
pSprite->xvel -= 1024;
if (pSprite->xvel < 0) {
pSprite->xvel = 0;
}
}
else if (pSprite->xvel < 0)
{
pSprite->xvel += 1024;
if (pSprite->xvel > 0) {
pSprite->xvel = 0;
}
}
if (pSprite->yvel > 0)
{
pSprite->yvel -= 1024;
if (pSprite->yvel < 0) {
pSprite->yvel = 0;
}
}
else if (pSprite->yvel < 0)
{
pSprite->yvel += 1024;
if (pSprite->yvel > 0) {
pSprite->yvel = 0;
}
}
}
switch (nMov.type)
{
case kHitWall:
{
pSprite->ang = (pSprite->ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
return;
}
case kHitSprite:
{
if (nMov.actor() == pTarget)
{
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;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
return;
}
}
break;
}
case 2:
{
if (pTarget == nullptr)
{
pActor->nAction = 0;
pActor->nFrame = 0;
}
else
{
if (PlotCourseToSprite(pActor, pTarget) >= 1024)
{
pActor->nAction = 1;
pActor->nFrame = 0;
}
else if (nFrameFlag & 0x80)
{
runlist_DamageEnemy(pTarget, pActor, 5);
}
}
return;
}
case 3:
{
if (bVal)
{
pActor->nFrame = 0;
pActor->nAction = 0;
pActor->nCount = 100;
pActor->pTarget = nullptr;
return;
}
else if (nFrameFlag & 0x80)
{
SetQuake(pActor, 100);
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
auto pBullet = BuildBullet(pActor, 9, -15360, pSprite->ang, pTarget, 1);
CheckMummyRevive(pActor);
if (pBullet)
{
if (!RandomSize(3))
{
SetBulletEnemy(pBullet->nPhase, pTarget);
pBullet->s().pal = 5;
}
}
}
return;
}
case 4:
{
if (bVal)
{
pActor->nFrame = 0;
pActor->nAction = 5;
}
return;
}
case 5:
{
pActor->nFrame = 0;
return;
}
case 6:
{
if (bVal)
{
pSprite->cstat = 0x101;
pActor->nAction = 0;
pActor->nHealth = 300;
pActor->pTarget = nullptr;
nCreaturesTotal++;
}
return;
}
case 7:
{
if (nMov.exbits)
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
}
if (bVal)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->cstat = 0x101;
pActor->nAction = 0;
pActor->nFrame = 0;
pActor->pTarget = nullptr;
}
return;
}
}
}
void AIMummy::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b);
return;
}
void AIMummy::RadialDamage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
if (pActor->nHealth <= 0)
return;
ev->nDamage = runlist_CheckRadialDamage(pActor);
Damage(ev);
}
void AIMummy::Damage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSprite = &pActor->s();
if (ev->nDamage <= 0)
return;
if (pActor->nHealth <= 0) {
return;
}
pActor->nHealth -= dmgAdjust(ev->nDamage);
if (pActor->nHealth <= 0)
{
pActor->nHealth = 0;
pSprite->cstat &= 0xFEFE;
nCreaturesKilled++;
DropMagic(pActor);
pActor->nFrame = 0;
pActor->nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->z = pSprite->sector()->floorz;
}
else
{
if (!RandomSize(2))
{
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
return;
}
END_PS_NS