mirror of
https://github.com/DrBeef/Raze.git
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1540 lines
36 KiB
C++
1540 lines
36 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 "exhumed.h"
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#include "engine.h"
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#include "sequence.h"
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#include "player.h"
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#include "sound.h"
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#include "names.h"
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#include <assert.h>
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BEGIN_PS_NS
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enum
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{
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kMaxQueens = 1,
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kMaxEggs = 10,
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kMaxTails = 7
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};
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short QueenCount = 0;
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static actionSeq QueenSeq[] = {
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{0, 0},
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{0, 0},
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{9, 0},
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{36, 0},
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{18, 0},
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{27, 0},
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{45, 0},
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{45, 0},
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{54, 1},
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{53, 1},
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{55, 1}
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};
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static actionSeq HeadSeq[] = {
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{56, 1},
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{65, 0},
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{65, 0},
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{65, 0},
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{65, 0},
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{65, 0},
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{74, 0},
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{82, 0},
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{90, 0}
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};
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static actionSeq EggSeq[] = {
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{19, 1},
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{18, 1},
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{0, 0},
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{9, 0},
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{23, 1},
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};
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struct Queen
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{
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DExhumedActor* pActor;
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DExhumedActor* pTarget;
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short nHealth;
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short nFrame;
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short nAction;
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short nAction2;
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short nIndex;
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short nIndex2;
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short nChannel;
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};
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struct Egg
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{
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DExhumedActor* pActor;
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DExhumedActor* pTarget;
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short nHealth;
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short nFrame;
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short nAction;
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short nRun;
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short nCounter;
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};
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struct Head
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{
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DExhumedActor* pActor;
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DExhumedActor* pTarget;
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short nHealth;
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short nFrame;
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short nAction;
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short nRun;
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short nIndex;
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short nIndex2;
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short nChannel;
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};
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FreeListArray<Egg, kMaxEggs> QueenEgg;
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int nQHead = 0;
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short nHeadVel;
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short nVelShift;
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DExhumedActor* tailspr[kMaxTails];
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Queen QueenList[kMaxQueens];
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Head QueenHead;
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int MoveQX[25];
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int MoveQY[25];
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int MoveQZ[25];
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short MoveQS[25];
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short MoveQA[25];
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Queen& w, Queen* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.pActor)
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("target", w.pTarget)
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("ata", w.nAction2)
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("atc", w.nIndex)
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("at10", w.nIndex2)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Egg& w, Egg* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.pActor)
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("target", w.pTarget)
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("runptr", w.nRun)
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("atc", w.nCounter)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Head& w, Head* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.pActor)
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("target", w.pTarget)
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("at8", w.nRun)
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("atc", w.nIndex)
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("tails", w.nIndex2)
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.EndObject();
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}
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return arc;
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}
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void SerializeQueen(FSerializer& arc)
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{
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if (arc.BeginObject("queen"))
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{
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arc("count", QueenCount);
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if (QueenCount == 0) // only save the rest if we got a queen. There can only be one.
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{
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for (int i = 0; i < kMaxEggs; i++)
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{
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QueenEgg[i].nRun = -1;
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}
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arc("qhead", nQHead)
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("headvel", nHeadVel)
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("velshift", nVelShift)
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("head", QueenHead)
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.Array("tailspr", tailspr, countof(tailspr))
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("queen", QueenList[0])
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("eggs", QueenEgg)
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.Array("moveqx", MoveQX, countof(MoveQX))
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.Array("moveqy", MoveQY, countof(MoveQY))
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.Array("moveqz", MoveQZ, countof(MoveQZ))
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.Array("moveqa", MoveQA, countof(MoveQA))
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.Array("moveqs", MoveQS, countof(MoveQS));
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}
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arc.EndObject();
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}
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}
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void InitQueens()
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{
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QueenCount = 1;
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QueenEgg.Clear();
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for (int i = 0; i < kMaxEggs; i++)
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{
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QueenEgg[i].nRun = -1;
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}
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}
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int GrabEgg()
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{
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auto egg = QueenEgg.Get();
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if (egg == -1) return -1;
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return egg;
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}
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void BlowChunks(DExhumedActor* pActor)
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{
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for (int i = 0; i < 4; i++)
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{
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BuildCreatureChunk(pActor, seq_GetSeqPicnum(16, i + 41, 0));
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}
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}
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void DestroyEgg(short nEgg)
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{
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auto pActor = QueenEgg[nEgg].pActor;
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auto pSprite = &pActor->s();
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if (QueenEgg[nEgg].nAction != 4)
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{
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BuildAnim(nullptr, 34, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 4);
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}
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else
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{
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for (int i = 0; i < 4; i++)
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{
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BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqQueenEgg, (i % 2) + 24, 0));
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}
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}
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runlist_DoSubRunRec(pSprite->owner);
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runlist_DoSubRunRec(pSprite->lotag - 1);
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runlist_SubRunRec(QueenEgg[nEgg].nRun);
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QueenEgg[nEgg].nRun = -1;
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DeleteActor(pActor);
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QueenEgg.Release(nEgg);
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}
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void DestroyAllEggs()
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{
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for (int i = 0; i < kMaxEggs; i++)
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{
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if (QueenEgg[i].nRun > -1)
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{
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DestroyEgg(i);
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}
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}
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}
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void SetHeadVel(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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short nAngle = pSprite->ang;
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pSprite->xvel = bcos(nAngle, nVelShift);
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pSprite->yvel = bsin(nAngle, nVelShift);
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}
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Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val1, int val2)
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{
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short nAngle;
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spritetype* pSprite = &pActor->s();
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if (pActor2 == nullptr)
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{
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pSprite->zvel = 0;
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nAngle = pSprite->ang;
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}
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else
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{
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spritetype* pSprite2 = &pActor2->s();
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int nTileY = (tileHeight(pSprite2->picnum) * pSprite2->yrepeat) * 2;
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int nMyAngle = GetMyAngle(pSprite2->x - pSprite->x, pSprite2->y - pSprite->y);
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int edx = ((pSprite2->z - nTileY) - pSprite->z) >> 8;
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uint32_t xDiff = abs(pSprite2->x - pSprite->x);
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uint32_t yDiff = abs(pSprite2->y - pSprite->y);
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uint32_t sqrtVal = xDiff * xDiff + yDiff * yDiff;
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if (sqrtVal > INT_MAX)
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{
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DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
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sqrtVal = INT_MAX;
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}
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int nSqrt = ksqrt(sqrtVal);
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int var_14 = GetMyAngle(nSqrt, edx);
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int nAngDelta = AngleDelta(pSprite->ang, nMyAngle, 1024);
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if (abs(nAngDelta) > 127)
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{
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val1 /= abs(nAngDelta >> 7);
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if (val1 < 256)
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val1 = 256;
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}
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if (abs(nAngDelta) > val2)
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{
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if (nAngDelta < 0)
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nAngDelta = -val2;
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else
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nAngDelta = val2;
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}
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nAngle = (nAngDelta + pSprite->ang) & kAngleMask;
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pSprite->zvel = (AngleDelta(pSprite->zvel, var_14, 24) + pSprite->zvel) & kAngleMask;
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}
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pSprite->ang = nAngle;
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int da = pSprite->zvel;
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int x = abs(bcos(da));
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int v26 = x * ((val1 * bcos(nAngle)) >> 14);
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int v27 = x * ((val1 * bsin(nAngle)) >> 14);
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uint32_t xDiff = abs((int32_t)(v26 >> 8));
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uint32_t yDiff = abs((int32_t)(v27 >> 8));
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uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
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if (sqrtNum > INT_MAX)
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{
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DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
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sqrtNum = INT_MAX;
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}
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int nSqrt = ksqrt(sqrtNum) * bsin(da);
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return movesprite(pActor, v26 >> 2, v27 >> 2, bsin(bobangle, -5) + (nSqrt >> 13), 0, 0, CLIPMASK1);
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}
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int DestroyTailPart()
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{
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if (!QueenHead.nIndex2) {
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return 0;
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}
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auto pActor = tailspr[--QueenHead.nIndex2];
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BlowChunks(pActor);
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BuildExplosion(pActor);
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for (int i = 0; i < 5; i++)
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{
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short nHeight = GetActorHeight(pActor);
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BuildLavaLimb(pActor, i, nHeight);
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}
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DeleteActor(pActor);
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return 1;
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}
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void BuildTail()
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{
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auto pSprite = &QueenHead.pActor->s();
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int x = pSprite->x;
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int y = pSprite->x;
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int z = pSprite->x;
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short nSector = pSprite->sectnum;
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int i;
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for (i = 0; i < kMaxTails; i++)
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{
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auto pTailActor = insertActor(nSector, 121);
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auto pTailSprite = &pTailActor->s();
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tailspr[i] = pTailActor;
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pTailSprite->lotag = runlist_HeadRun() + 1;
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pTailSprite->owner = runlist_AddRunRec(pTailSprite->lotag - 1, (i + 1), 0x1B0000);
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pTailSprite->shade = -12;
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pTailSprite->x = x;
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pTailSprite->y = y;
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pTailSprite->hitag = 0;
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pTailSprite->cstat = 0;
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pTailSprite->clipdist = 100;
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pTailSprite->xrepeat = 80;
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pTailSprite->yrepeat = 80;
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pTailSprite->picnum = 1;
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pTailSprite->pal = sector[pTailSprite->sectnum].ceilingpal;
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pTailSprite->xoffset = 0;
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pTailSprite->yoffset = 0;
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pTailSprite->z = z;
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pTailSprite->extra = -1;
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}
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for (i = 0; i < 24 + 1; i++)
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{
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MoveQX[i] = x;
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MoveQZ[i] = z;
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MoveQY[i] = y;
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assert(nSector >= 0 && nSector < kMaxSectors);
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MoveQS[i] = nSector;
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}
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nQHead = 0;
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QueenHead.nIndex2 = 7;
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}
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void BuildQueenEgg(short nQueen, int nVal)
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{
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int nEgg = GrabEgg();
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if (nEgg < 0) {
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return;
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}
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auto pActor = QueenList[nQueen].pActor;
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auto pSprite = &pActor->s();
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int x = pSprite->x;
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int y = pSprite->y;
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short nSector = pSprite->sectnum;
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int nFloorZ = sector[nSector].floorz;
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short nAngle = pSprite->ang;
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auto pActor2 = insertActor(nSector, 121);
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auto pSprite2 = &pActor2->s();
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pSprite2->x = x;
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pSprite2->y = y;
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pSprite2->z = nFloorZ;
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pSprite2->pal = 0;
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pSprite2->clipdist = 50;
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pSprite2->xoffset = 0;
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pSprite2->yoffset = 0;
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pSprite2->shade = -12;
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pSprite2->picnum = 1;
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pSprite2->ang = (RandomSize(9) + (nAngle - 256)) & kAngleMask;
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pSprite2->backuppos();
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if (!nVal)
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{
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pSprite2->xrepeat = 30;
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pSprite2->yrepeat = 30;
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pSprite2->xvel = bcos(pSprite2->ang);
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pSprite2->yvel = bsin(pSprite2->ang);
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pSprite2->zvel = -6000;
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pSprite2->cstat = 0;
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}
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else
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{
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pSprite2->xrepeat = 60;
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pSprite2->yrepeat = 60;
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pSprite2->xvel = 0;
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pSprite2->yvel = 0;
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pSprite2->zvel = -2000;
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pSprite2->cstat = 0x101;
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}
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pSprite2->lotag = runlist_HeadRun() + 1;
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pSprite2->extra = -1;
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pSprite2->hitag = 0;
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GrabTimeSlot(3);
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QueenEgg[nEgg].nHealth = 200;
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QueenEgg[nEgg].nFrame = 0;
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QueenEgg[nEgg].pActor = pActor2;
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QueenEgg[nEgg].pTarget = QueenList[nQueen].pTarget;
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if (nVal)
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{
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nVal = 4;
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QueenEgg[nEgg].nCounter = 200;
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}
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QueenEgg[nEgg].nAction = nVal;
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pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, nEgg, 0x1D0000);
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QueenEgg[nEgg].nRun = runlist_AddRunRec(NewRun, nEgg, 0x1D0000);
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}
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void AIQueenEgg::Tick(RunListEvent* ev)
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{
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short nEgg = RunData[ev->nRun].nObjIndex;
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Egg* pEgg = &QueenEgg[nEgg];
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auto pActor = pEgg->pActor;
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auto pSprite = &pActor->s();
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short nAction = pEgg->nAction;
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DExhumedActor* pTarget = nullptr;
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bool bVal = false;
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if (pEgg->nHealth <= 0)
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{
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DestroyEgg(nEgg);
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return;
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}
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if (nAction == 0 || nAction == 4) {
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Gravity(pActor);
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}
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short nSeq = SeqOffsets[kSeqQueenEgg] + EggSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pEgg->nFrame);
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if (nAction != 4)
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{
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seq_MoveSequence(pActor, nSeq, pEgg->nFrame);
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pEgg->nFrame++;
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if (pEgg->nFrame >= SeqSize[nSeq])
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{
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pEgg->nFrame = 0;
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bVal = true;
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}
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pTarget = UpdateEnemy(&pEgg->pActor);
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pEgg->pTarget = pTarget;
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if (pTarget && (pTarget->s().cstat & 0x101) == 0)
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{
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pEgg->pTarget = nullptr;
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pEgg->nAction = 0;
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}
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else
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{
|
|
pTarget = FindPlayer(pActor, 1000, true);
|
|
pEgg->pTarget = pTarget;
|
|
}
|
|
}
|
|
|
|
switch (nAction)
|
|
{
|
|
case 0:
|
|
{
|
|
auto nMov = MoveCreature(pActor);
|
|
|
|
if (nMov.exbits & kHitAux2)
|
|
{
|
|
if (!RandomSize(1))
|
|
{
|
|
pEgg->nAction = 1;
|
|
pEgg->nFrame = 0;
|
|
}
|
|
else
|
|
{
|
|
DestroyEgg(nEgg);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
short nAngle;
|
|
|
|
switch (nMov.type)
|
|
{
|
|
default:
|
|
return;
|
|
case kHitWall:
|
|
nAngle = GetWallNormal(nMov.index);
|
|
break;
|
|
case kHitSprite:
|
|
nAngle = nMov.actor->s().ang;
|
|
break;
|
|
}
|
|
|
|
pSprite->ang = nAngle;
|
|
pSprite->xvel = bcos(nAngle, -1);
|
|
pSprite->yvel = bsin(nAngle, -1);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 1:
|
|
{
|
|
if (bVal)
|
|
{
|
|
pEgg->nAction = 3;
|
|
pSprite->cstat = 0x101;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 2:
|
|
case 3:
|
|
{
|
|
auto nMov = QueenAngleChase(pActor, pTarget, nHeadVel, 64);
|
|
|
|
switch (nMov.type)
|
|
{
|
|
case kHitSprite:
|
|
if (nMov.actor->s().statnum != 121)
|
|
{
|
|
runlist_DamageEnemy(nMov.actor, pActor, 5);
|
|
}
|
|
[[fallthrough]];
|
|
case kHitWall:
|
|
pSprite->ang += (RandomSize(9) + 768);
|
|
pSprite->ang &= kAngleMask;
|
|
pSprite->xvel = bcos(pSprite->ang, -3);
|
|
pSprite->yvel = bsin(pSprite->ang, -3);
|
|
pSprite->zvel = -RandomSize(5);
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 4:
|
|
{
|
|
auto nMov = MoveCreature(pActor);
|
|
|
|
if (nMov.exbits & kHitAux2)
|
|
{
|
|
pSprite->zvel = -(pSprite->zvel - 256);
|
|
if (pSprite->zvel < -512)
|
|
{
|
|
pSprite->zvel = 0;
|
|
}
|
|
}
|
|
|
|
pEgg->nCounter--;
|
|
if (pEgg->nCounter <= 0)
|
|
{
|
|
auto pWaspSprite = BuildWasp(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang, true);
|
|
pSprite->z = pWaspSprite->s().z;
|
|
|
|
DestroyEgg(nEgg);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AIQueenEgg::RadialDamage(RunListEvent* ev)
|
|
{
|
|
short nEgg = RunData[ev->nRun].nObjIndex;
|
|
Egg* pEgg = &QueenEgg[nEgg];
|
|
auto pActor = pEgg->pActor;
|
|
auto pSprite = &pActor->s();
|
|
auto pRadial = &ev->pRadialActor->s();
|
|
|
|
if (pRadial->statnum != 121 && (pSprite->cstat & 0x101) != 0)
|
|
{
|
|
int nDamage = runlist_CheckRadialDamage(pActor);
|
|
|
|
pEgg->nHealth -= nDamage;
|
|
}
|
|
}
|
|
|
|
void AIQueenEgg::Damage(RunListEvent* ev)
|
|
{
|
|
short nEgg = RunData[ev->nRun].nObjIndex;
|
|
Egg* pEgg = &QueenEgg[nEgg];
|
|
|
|
if (ev->nDamage != 0 && pEgg->nHealth > 0)
|
|
{
|
|
pEgg->nHealth -= ev->nDamage;
|
|
|
|
if (pEgg->nHealth <= 0)
|
|
DestroyEgg(nEgg);
|
|
}
|
|
}
|
|
|
|
void AIQueenEgg::Draw(RunListEvent* ev)
|
|
{
|
|
short nEgg = RunData[ev->nRun].nObjIndex;
|
|
Egg* pEgg = &QueenEgg[nEgg];
|
|
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqQueenEgg] + EggSeq[pEgg->nAction].a, pEgg->nFrame, EggSeq[pEgg->nAction].b);
|
|
}
|
|
|
|
|
|
void FuncQueenEgg(int nObject, int nMessage, int nDamage, int nRun)
|
|
{
|
|
AIQueenEgg ai;
|
|
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
|
|
}
|
|
|
|
void BuildQueenHead(short nQueen)
|
|
{
|
|
auto pActor = QueenList[nQueen].pActor;
|
|
auto pSprite = &pActor->s();
|
|
|
|
int x = pSprite->x;
|
|
int y = pSprite->y;
|
|
short nAngle = pSprite->ang;
|
|
short nSector = pSprite->sectnum;
|
|
int z = sector[nSector].floorz;
|
|
|
|
auto pActor2 = insertActor(nSector, 121);
|
|
auto pSprite2 = &pActor2->s();
|
|
|
|
pSprite2->x = x;
|
|
pSprite2->y = y;
|
|
pSprite2->z = z;
|
|
pSprite2->clipdist = 70;
|
|
pSprite2->xrepeat = 80;
|
|
pSprite2->yrepeat = 80;
|
|
pSprite2->cstat = 0;
|
|
pSprite2->picnum = 1;
|
|
pSprite2->shade = -12;
|
|
pSprite2->pal = 0;
|
|
pSprite2->xoffset = 0;
|
|
pSprite2->yoffset = 0;
|
|
pSprite2->ang = nAngle;
|
|
|
|
nVelShift = 2;
|
|
SetHeadVel(pActor2);
|
|
|
|
pSprite2->zvel = -8192;
|
|
pSprite2->lotag = runlist_HeadRun() + 1;
|
|
pSprite2->hitag = 0;
|
|
pSprite2->extra = -1;
|
|
|
|
GrabTimeSlot(3);
|
|
|
|
QueenHead.nHealth = 800;
|
|
QueenHead.nAction = 0;
|
|
QueenHead.pTarget = QueenList[nQueen].pTarget;
|
|
QueenHead.nFrame = 0;
|
|
QueenHead.pActor = pActor2;
|
|
QueenHead.nIndex = 0;
|
|
QueenHead.nChannel = QueenList[nQueen].nChannel;
|
|
|
|
pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, 0, 0x1B0000);
|
|
|
|
QueenHead.nRun = runlist_AddRunRec(NewRun, 0, 0x1B0000);
|
|
QueenHead.nIndex2 = 0;
|
|
}
|
|
|
|
void AIQueenHead::Tick(RunListEvent* ev)
|
|
{
|
|
auto pActor = QueenHead.pActor;
|
|
auto pSprite = &pActor->s();
|
|
|
|
int nSector = pSprite->sectnum;
|
|
assert(nSector >= 0 && nSector < kMaxSectors);
|
|
|
|
short nAction = QueenHead.nAction;
|
|
short nHd;
|
|
int var_14 = 0;
|
|
|
|
if (nAction == 0) {
|
|
Gravity(pActor);
|
|
}
|
|
|
|
short nSeq = SeqOffsets[kSeqQueen] + HeadSeq[QueenHead.nAction].a;
|
|
|
|
seq_MoveSequence(pActor, nSeq, QueenHead.nFrame);
|
|
|
|
pSprite->picnum = seq_GetSeqPicnum2(nSeq, QueenHead.nFrame);
|
|
|
|
QueenHead.nFrame++;
|
|
if (QueenHead.nFrame >= SeqSize[nSeq])
|
|
{
|
|
QueenHead.nFrame = 0;
|
|
var_14 = 1;
|
|
}
|
|
|
|
auto pTarget = QueenHead.pTarget;
|
|
|
|
if (pTarget)
|
|
{
|
|
if (!(pTarget->s().cstat & 0x101))
|
|
{
|
|
pTarget = nullptr;
|
|
QueenHead.pTarget = pTarget;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pTarget = FindPlayer(pActor, 1000);
|
|
QueenHead.pTarget = pTarget;
|
|
}
|
|
|
|
switch (nAction)
|
|
{
|
|
case 0:
|
|
if (QueenHead.nIndex > 0)
|
|
{
|
|
QueenHead.nIndex--;
|
|
if (QueenHead.nIndex == 0)
|
|
{
|
|
BuildTail();
|
|
|
|
QueenHead.nAction = 6;
|
|
nHeadVel = 800;
|
|
pSprite->cstat = 0x101;
|
|
}
|
|
else if (QueenHead.nIndex < 60)
|
|
{
|
|
pSprite->shade--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto nMov = MoveCreature(pActor);
|
|
|
|
// original BUG - this line doesn't exist in original code?
|
|
short nNewAng = pSprite->ang;
|
|
|
|
if (nMov.exbits == 0)
|
|
{
|
|
if (nMov.type == kHitSprite) nNewAng = nMov.actor->s().ang;
|
|
else if (nMov.type == kHitWall) nNewAng = GetWallNormal(nMov.index);
|
|
}
|
|
else if (nMov.exbits == kHitAux2)
|
|
{
|
|
pSprite->zvel = -(pSprite->zvel >> 1);
|
|
|
|
if (pSprite->zvel > -256)
|
|
{
|
|
nVelShift = 100;
|
|
pSprite->zvel = 0;
|
|
}
|
|
}
|
|
|
|
// original BUG - var_18 isn't being set if the check above == 0x20000 ?
|
|
pSprite->ang = nNewAng;
|
|
nVelShift++;
|
|
|
|
if (nVelShift < 5)
|
|
{
|
|
SetHeadVel(pActor);
|
|
}
|
|
else
|
|
{
|
|
pSprite->xvel = 0;
|
|
pSprite->yvel = 0;
|
|
|
|
if (pSprite->zvel == 0)
|
|
{
|
|
QueenHead.nIndex = 120;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 6:
|
|
if (var_14)
|
|
{
|
|
QueenHead.nAction = 1;
|
|
QueenHead.nFrame = 0;
|
|
break;
|
|
}
|
|
[[fallthrough]];
|
|
|
|
case 1:
|
|
if ((pTarget->s().z - 51200) > pSprite->z)
|
|
{
|
|
QueenHead.nAction = 4;
|
|
QueenHead.nFrame = 0;
|
|
}
|
|
else
|
|
{
|
|
pSprite->z -= 2048;
|
|
goto __MOVEQS;
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
case 7:
|
|
case 8:
|
|
if (var_14)
|
|
{
|
|
int nRnd = RandomSize(2);
|
|
|
|
if (nRnd == 0)
|
|
{
|
|
QueenHead.nAction = 4;
|
|
}
|
|
else if (nRnd == 1)
|
|
{
|
|
QueenHead.nAction = 7;
|
|
}
|
|
else
|
|
{
|
|
QueenHead.nAction = 8;
|
|
}
|
|
}
|
|
|
|
if (pTarget)
|
|
{
|
|
auto nMov = QueenAngleChase(pActor, pTarget, nHeadVel, 64);
|
|
|
|
if (nMov.type == kHitSprite)
|
|
{
|
|
if (nMov.actor == pTarget)
|
|
{
|
|
runlist_DamageEnemy(pTarget, pActor, 10);
|
|
D3PlayFX(StaticSound[kSoundQTail] | 0x2000, pActor);
|
|
|
|
pSprite->ang += RandomSize(9) + 768;
|
|
pSprite->ang &= kAngleMask;
|
|
|
|
pSprite->zvel = (-20) - RandomSize(6);
|
|
|
|
SetHeadVel(pActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
// switch break. MoveQS stuff?
|
|
__MOVEQS:
|
|
MoveQX[nQHead] = pSprite->x;
|
|
MoveQY[nQHead] = pSprite->y;
|
|
MoveQZ[nQHead] = pSprite->z;
|
|
assert(pSprite->sectnum >= 0 && pSprite->sectnum < kMaxSectors);
|
|
MoveQS[nQHead] = pSprite->sectnum;
|
|
MoveQA[nQHead] = pSprite->ang;
|
|
|
|
nHd = nQHead;
|
|
|
|
for (int i = 0; i < QueenHead.nIndex2; i++)
|
|
{
|
|
nHd -= 3;
|
|
if (nHd < 0) {
|
|
nHd += (24 + 1); // TODO - enum/define for these
|
|
//assert(nHd < 24 && nHd >= 0);
|
|
}
|
|
|
|
int var_20 = MoveQS[nHd];
|
|
auto pTActor = tailspr[i];
|
|
if (pTActor)
|
|
{
|
|
auto pTSprite = &pTActor->s();
|
|
if (var_20 != pTSprite->sectnum)
|
|
{
|
|
assert(var_20 >= 0 && var_20 < kMaxSectors);
|
|
ChangeActorSect(pTActor, var_20);
|
|
}
|
|
|
|
pTSprite->x = MoveQX[nHd];
|
|
pTSprite->y = MoveQY[nHd];
|
|
pTSprite->z = MoveQZ[nHd];
|
|
pTSprite->ang = MoveQA[nHd];
|
|
}
|
|
}
|
|
|
|
nQHead++;
|
|
if (nQHead >= 25)
|
|
{
|
|
nQHead = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 5:
|
|
QueenHead.nIndex--;
|
|
if (QueenHead.nIndex <= 0)
|
|
{
|
|
QueenHead.nIndex = 3;
|
|
|
|
if (QueenHead.nIndex2--)
|
|
{
|
|
if (QueenHead.nIndex2 >= 15 || QueenHead.nIndex2 < 10)
|
|
{
|
|
int x = pSprite->x;
|
|
int y = pSprite->y;
|
|
int z = pSprite->z;
|
|
short nSector = pSprite->sectnum;
|
|
int nAngle = RandomSize(11) & kAngleMask;
|
|
|
|
pSprite->xrepeat = 127 - QueenHead.nIndex2;
|
|
pSprite->yrepeat = 127 - QueenHead.nIndex2;
|
|
|
|
pSprite->cstat = 0x8000;
|
|
|
|
// DEMO-TODO: in disassembly angle was used without masking and thus causing OOB issue.
|
|
// This behavior probably would be needed emulated for demo compatibility
|
|
int dx = bcos(nAngle, 10);
|
|
int dy = bsin(nAngle, 10);
|
|
int dz = (RandomSize(5) - RandomSize(5)) << 7;
|
|
|
|
movesprite(pActor, dx, dy, dz, 0, 0, CLIPMASK1);
|
|
|
|
BlowChunks(pActor);
|
|
BuildExplosion(pActor);
|
|
|
|
ChangeActorSect(pActor, nSector);
|
|
|
|
pSprite->x = x;
|
|
pSprite->y = y;
|
|
pSprite->z = z;
|
|
|
|
if (QueenHead.nIndex2 < 10) {
|
|
for (int i = (10 - QueenHead.nIndex2) * 2; i > 0; i--)
|
|
{
|
|
BuildLavaLimb(pActor, i, GetActorHeight(pActor));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BuildExplosion(pActor);
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < 10; i++)
|
|
{
|
|
BlowChunks(pActor);
|
|
}
|
|
|
|
for (i = 0; i < 20; i++)
|
|
{
|
|
BuildLavaLimb(pActor, i, GetActorHeight(pActor));
|
|
}
|
|
|
|
runlist_SubRunRec(pSprite->owner);
|
|
runlist_SubRunRec(QueenHead.nRun);
|
|
DeleteActor(pActor);
|
|
runlist_ChangeChannel(QueenHead.nChannel, 1);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AIQueenHead::RadialDamage(RunListEvent* ev)
|
|
{
|
|
auto pSprite = &QueenHead.pActor->s();
|
|
auto pRadial = &ev->pRadialActor->s();
|
|
|
|
if (pRadial->statnum != 121 && (pSprite->cstat & 0x101) != 0)
|
|
{
|
|
ev->nDamage = runlist_CheckRadialDamage(QueenHead.pActor);
|
|
if (ev->nDamage) Damage(ev);
|
|
}
|
|
}
|
|
|
|
void AIQueenHead::Damage(RunListEvent* ev)
|
|
{
|
|
auto pActor = QueenHead.pActor;
|
|
auto pSprite = &pActor->s();
|
|
|
|
if (QueenHead.nHealth > 0 && ev->nDamage != 0)
|
|
{
|
|
QueenHead.nHealth -= ev->nDamage;
|
|
|
|
if (!RandomSize(4))
|
|
{
|
|
QueenHead.pTarget = ev->pOtherActor;
|
|
QueenHead.nAction = 7;
|
|
QueenHead.nFrame = 0;
|
|
}
|
|
|
|
if (QueenHead.nHealth <= 0)
|
|
{
|
|
if (DestroyTailPart())
|
|
{
|
|
QueenHead.nHealth = 200;
|
|
nHeadVel += 100;
|
|
}
|
|
else
|
|
{
|
|
QueenHead.nAction = 5;
|
|
QueenHead.nFrame = 0;
|
|
QueenHead.nIndex = 0;
|
|
QueenHead.nIndex2 = 80;
|
|
pSprite->cstat = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AIQueenHead::Draw(RunListEvent* ev)
|
|
{
|
|
short nHead = RunData[ev->nRun].nObjIndex;
|
|
short nAction = QueenHead.nAction;
|
|
|
|
short nSeq = SeqOffsets[kSeqQueen];
|
|
|
|
int edx;
|
|
|
|
if (nHead == 0)
|
|
{
|
|
edx = HeadSeq[nAction].b;
|
|
nSeq += HeadSeq[nAction].a;
|
|
}
|
|
else
|
|
{
|
|
edx = 1;
|
|
nSeq += 73;
|
|
}
|
|
|
|
seq_PlotSequence(ev->nParam, nSeq, QueenHead.nFrame, edx);
|
|
}
|
|
|
|
|
|
void FuncQueenHead(int nObject, int nMessage, int nDamage, int nRun)
|
|
{
|
|
AIQueenHead ai;
|
|
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
|
|
}
|
|
|
|
void BuildQueen(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
|
{
|
|
QueenCount--;
|
|
|
|
short nQueen = QueenCount;
|
|
if (nQueen < 0) {
|
|
return;
|
|
}
|
|
spritetype* pSprite;
|
|
|
|
if (pActor == nullptr)
|
|
{
|
|
pActor = insertActor(nSector, 121);
|
|
pSprite = &pActor->s();
|
|
}
|
|
else
|
|
{
|
|
ChangeActorStat(pActor, 121);
|
|
pSprite = &pActor->s();
|
|
x = pSprite->x;
|
|
y = pSprite->y;
|
|
z = sector[pSprite->sectnum].floorz;
|
|
nAngle = pSprite->ang;
|
|
}
|
|
|
|
pSprite->x = x;
|
|
pSprite->y = y;
|
|
pSprite->z = z;
|
|
pSprite->cstat = 0x101;
|
|
pSprite->pal = 0;
|
|
pSprite->shade = -12;
|
|
pSprite->clipdist = 100;
|
|
pSprite->xrepeat = 80;
|
|
pSprite->yrepeat = 80;
|
|
pSprite->xoffset = 0;
|
|
pSprite->yoffset = 0;
|
|
pSprite->picnum = 1;
|
|
pSprite->ang = nAngle;
|
|
pSprite->xvel = 0;
|
|
pSprite->yvel = 0;
|
|
pSprite->zvel = 0;
|
|
pSprite->lotag = runlist_HeadRun() + 1;
|
|
pSprite->extra = -1;
|
|
pSprite->hitag = 0;
|
|
|
|
GrabTimeSlot(3);
|
|
|
|
QueenList[nQueen].nAction = 0;
|
|
QueenList[nQueen].nHealth = 4000;
|
|
QueenList[nQueen].nFrame = 0;
|
|
QueenList[nQueen].pActor = pActor;
|
|
QueenList[nQueen].pTarget = nullptr;
|
|
QueenList[nQueen].nAction2 = 0;
|
|
QueenList[nQueen].nIndex2 = 5;
|
|
QueenList[nQueen].nIndex = 0;
|
|
QueenList[nQueen].nChannel = nChannel;
|
|
|
|
nHeadVel = 800;
|
|
|
|
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nQueen, 0x1A0000);
|
|
|
|
runlist_AddRunRec(NewRun, nQueen, 0x1A0000);
|
|
|
|
nCreaturesTotal++;
|
|
}
|
|
|
|
void SetQueenSpeed(DExhumedActor* pActor, int nSpeed)
|
|
{
|
|
auto pSprite = &pActor->s();
|
|
|
|
pSprite->xvel = bcos(pSprite->ang, -(2 - nSpeed));
|
|
pSprite->yvel = bsin(pSprite->ang, -(2 - nSpeed));
|
|
}
|
|
|
|
void AIQueen::Tick(RunListEvent* ev)
|
|
{
|
|
short nQueen = RunData[ev->nRun].nObjIndex;
|
|
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
|
|
|
auto pActor = QueenList[nQueen].pActor;
|
|
auto pSprite = &pActor->s();
|
|
short nAction = QueenList[nQueen].nAction;
|
|
short si = QueenList[nQueen].nAction2;
|
|
auto pTarget = QueenList[nQueen].pTarget;
|
|
|
|
bool bVal = false;
|
|
|
|
if (si < 3) {
|
|
Gravity(pActor);
|
|
}
|
|
|
|
short nSeq = SeqOffsets[kSeqQueen] + QueenSeq[nAction].a;
|
|
|
|
pSprite->picnum = seq_GetSeqPicnum2(nSeq, QueenList[nQueen].nFrame);
|
|
|
|
seq_MoveSequence(pActor, nSeq, QueenList[nQueen].nFrame);
|
|
|
|
QueenList[nQueen].nFrame++;
|
|
if (QueenList[nQueen].nFrame >= SeqSize[nSeq])
|
|
{
|
|
QueenList[nQueen].nFrame = 0;
|
|
bVal = true;
|
|
}
|
|
|
|
short nFlag = FrameFlag[SeqBase[nSeq] + QueenList[nQueen].nFrame];
|
|
|
|
if (pActor != nullptr)
|
|
{
|
|
if (nAction < 7)
|
|
{
|
|
if (!(pSprite->cstat & 0x101))
|
|
{
|
|
pTarget = nullptr;
|
|
QueenList[nQueen].pTarget = nullptr;
|
|
QueenList[nQueen].nAction = 0;
|
|
}
|
|
}
|
|
}
|
|
switch (nAction)
|
|
{
|
|
case 0:
|
|
{
|
|
if (pTarget == nullptr)
|
|
{
|
|
pTarget = FindPlayer(pActor, 60);
|
|
}
|
|
|
|
if (pTarget)
|
|
{
|
|
QueenList[nQueen].nAction = QueenList[nQueen].nAction2 + 1;
|
|
QueenList[nQueen].nFrame = 0;
|
|
QueenList[nQueen].pTarget = pTarget;
|
|
QueenList[nQueen].nIndex = RandomSize(7);
|
|
|
|
SetQueenSpeed(pActor, si);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 6:
|
|
{
|
|
if (bVal)
|
|
{
|
|
BuildQueenEgg(nQueen, 1);
|
|
QueenList[nQueen].nAction = 3;
|
|
QueenList[nQueen].nIndex = RandomSize(6) + 60;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
{
|
|
QueenList[nQueen].nIndex--;
|
|
|
|
if ((nQueen & 0x1F) == (totalmoves & 0x1F))
|
|
{
|
|
if (si < 2)
|
|
{
|
|
if (QueenList[nQueen].nIndex <= 0)
|
|
{
|
|
QueenList[nQueen].nFrame = 0;
|
|
pSprite->xvel = 0;
|
|
pSprite->yvel = 0;
|
|
QueenList[nQueen].nAction = si + 4;
|
|
QueenList[nQueen].nIndex = RandomSize(6) + 30;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (QueenList[nQueen].nIndex2 < 5)
|
|
{
|
|
QueenList[nQueen].nIndex2++;
|
|
}
|
|
|
|
// then to PLOTSPRITE
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (QueenList[nQueen].nIndex <= 0)
|
|
{
|
|
if (Counters[kCountWasp] < 100)
|
|
{
|
|
QueenList[nQueen].nAction = 6;
|
|
QueenList[nQueen].nFrame = 0;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
QueenList[nQueen].nIndex = 30000;
|
|
// then to PLOTSPRITE
|
|
}
|
|
}
|
|
}
|
|
|
|
// loc_35B4B
|
|
PlotCourseToSprite(pActor, pTarget);
|
|
SetQueenSpeed(pActor, si);
|
|
}
|
|
|
|
auto nMov = MoveCreatureWithCaution(pActor);
|
|
|
|
switch (nMov.type)
|
|
{
|
|
case kHitSprite:
|
|
if ((si == 2) && (nMov.actor == pTarget))
|
|
{
|
|
runlist_DamageEnemy(pTarget, pActor, 5);
|
|
break;
|
|
}
|
|
[[fallthrough]];
|
|
case 0x8000:
|
|
pSprite->ang += 256;
|
|
pSprite->ang &= kAngleMask;
|
|
|
|
SetQueenSpeed(pActor, si);
|
|
break;
|
|
}
|
|
|
|
// loc_35BD2
|
|
if (nAction && pTarget != nullptr)
|
|
{
|
|
if (!(pTarget->s().cstat & 0x101))
|
|
{
|
|
QueenList[nQueen].nAction = 0;
|
|
QueenList[nQueen].nFrame = 0;
|
|
QueenList[nQueen].nIndex = 100;
|
|
QueenList[nQueen].pTarget = nullptr;
|
|
|
|
pSprite->xvel = 0;
|
|
pSprite->yvel = 0;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 4:
|
|
case 5:
|
|
{
|
|
if (bVal && QueenList[nQueen].nIndex2 <= 0)
|
|
{
|
|
QueenList[nQueen].nAction = 0;
|
|
QueenList[nQueen].nIndex = 15;
|
|
}
|
|
else
|
|
{
|
|
if (nFlag & 0x80)
|
|
{
|
|
QueenList[nQueen].nIndex2--;
|
|
|
|
PlotCourseToSprite(pActor, pTarget);
|
|
|
|
if (!si)
|
|
{
|
|
BuildBullet(pActor, 12, -1, pSprite->ang, pTarget, 1);
|
|
}
|
|
else
|
|
{
|
|
BuildQueenEgg(nQueen, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 7:
|
|
{
|
|
if (bVal)
|
|
{
|
|
QueenList[nQueen].nAction = 0;
|
|
QueenList[nQueen].nFrame = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 8:
|
|
case 9:
|
|
{
|
|
if (bVal)
|
|
{
|
|
if (nAction == 9)
|
|
{
|
|
QueenList[nQueen].nIndex--;
|
|
if (QueenList[nQueen].nIndex <= 0)
|
|
{
|
|
pSprite->cstat = 0;
|
|
|
|
for (int i = 0; i < 20; i++)
|
|
{
|
|
auto pChunkActor = BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqQueen, 57, 0));
|
|
|
|
pChunkActor->s().picnum = kQueenChunk + (i % 3);
|
|
pChunkActor->s().xrepeat = 100;
|
|
pChunkActor->s().yrepeat = 100;
|
|
}
|
|
|
|
auto pChunkActor = BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqQueen, 57, 0));
|
|
|
|
pChunkActor->s().picnum = kTile3126;
|
|
pChunkActor->s().yrepeat = 100;
|
|
pChunkActor->s().xrepeat = 100;
|
|
|
|
PlayFXAtXYZ(
|
|
StaticSound[kSound40],
|
|
pSprite->x,
|
|
pSprite->y,
|
|
pSprite->z,
|
|
pSprite->sectnum);
|
|
|
|
BuildQueenHead(nQueen);
|
|
|
|
QueenList[nQueen].nAction++;
|
|
}
|
|
}
|
|
else
|
|
QueenList[nQueen].nAction++;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 10:
|
|
{
|
|
pSprite->cstat &= 0xFEFE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AIQueen::RadialDamage(RunListEvent* ev)
|
|
{
|
|
short nQueen = RunData[ev->nRun].nObjIndex;
|
|
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
|
auto pActor = QueenList[nQueen].pActor;
|
|
auto pSprite = &pActor->s();
|
|
auto pRadial = &ev->pOtherActor->s();
|
|
|
|
if (pRadial->statnum != 121 && (pSprite->cstat & 0x101) != 0)
|
|
{
|
|
ev->nDamage = runlist_CheckRadialDamage(pActor);
|
|
if (ev->nDamage) Damage(ev);
|
|
}
|
|
}
|
|
|
|
void AIQueen::Damage(RunListEvent* ev)
|
|
{
|
|
short nQueen = RunData[ev->nRun].nObjIndex;
|
|
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
|
|
|
auto pActor = QueenList[nQueen].pActor;
|
|
auto pSprite = &pActor->s();
|
|
short si = QueenList[nQueen].nAction2;
|
|
|
|
if (QueenList[nQueen].nHealth > 0)
|
|
{
|
|
QueenList[nQueen].nHealth -= dmgAdjust(ev->nDamage);
|
|
|
|
if (QueenList[nQueen].nHealth <= 0)
|
|
{
|
|
pSprite->xvel = 0;
|
|
pSprite->yvel = 0;
|
|
pSprite->zvel = 0;
|
|
|
|
QueenList[nQueen].nAction2++;
|
|
|
|
switch (QueenList[nQueen].nAction2)
|
|
{
|
|
case 1:
|
|
QueenList[nQueen].nHealth = 4000;
|
|
QueenList[nQueen].nAction = 7;
|
|
|
|
BuildAnim(nullptr, 36, 0, pSprite->x, pSprite->y, pSprite->z - 7680, pSprite->sectnum, pSprite->xrepeat, 4);
|
|
break;
|
|
case 2:
|
|
QueenList[nQueen].nHealth = 4000;
|
|
QueenList[nQueen].nAction = 7;
|
|
|
|
DestroyAllEggs();
|
|
break;
|
|
case 3:
|
|
QueenList[nQueen].nAction = 8;
|
|
QueenList[nQueen].nHealth = 0;
|
|
QueenList[nQueen].nIndex = 5;
|
|
|
|
nCreaturesKilled++;
|
|
break;
|
|
}
|
|
|
|
QueenList[nQueen].nFrame = 0;
|
|
}
|
|
else
|
|
{
|
|
if (si > 0 && !RandomSize(4))
|
|
{
|
|
QueenList[nQueen].nAction = 7;
|
|
QueenList[nQueen].nFrame = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AIQueen::Draw(RunListEvent* ev)
|
|
{
|
|
short nQueen = RunData[ev->nRun].nObjIndex;
|
|
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
|
short nAction = QueenList[nQueen].nAction;
|
|
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqQueen] + QueenSeq[nAction].a, QueenList[nQueen].nFrame, QueenSeq[nAction].b);
|
|
}
|
|
|
|
void FuncQueen(int nObject, int nMessage, int nDamage, int nRun)
|
|
{
|
|
AIQueen ai;
|
|
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
|
|
}
|
|
|
|
END_PS_NS
|