raze/source/games/exhumed/src/scorp.cpp
2021-10-24 12:22:32 +02:00

490 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 "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
static actionSeq ScorpSeq[] = {
{0, 0},
{8, 0},
{29, 0},
{19, 0},
{45, 1},
{46, 1},
{47, 1},
{48, 1},
{50, 1},
{53, 1}
};
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel)
{
spritetype* pSprite;
if (pActor == nullptr)
{
pActor = insertActor(nSector, 122);
pSprite = &pActor->s();
}
else
{
ChangeActorStat(pActor, 122);
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->clipdist = 70;
pSprite->shade = -12;
pSprite->xrepeat = 80;
pSprite->yrepeat = 80;
pSprite->picnum = 1;
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
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);
pActor->nHealth = 20000;
pActor->nFrame = 0;
pActor->nAction = 0;
pActor->pTarget = nullptr;
pActor->nCount = 0;
pActor->nIndex2 = 1;
pActor->nPhase = Counters[kCountScorp]++;
pActor->nChannel = nChannel;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x220000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x220000);
nCreaturesTotal++;
}
void AIScorp::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
short nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a, pActor->nFrame, ScorpSeq[nAction].b);
}
void AIScorp::RadialDamage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
ev->nDamage = runlist_CheckRadialDamage(pActor);
if (ev->nDamage) Damage(ev);
}
void AIScorp::Damage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
short nAction = pActor->nAction;
auto pSprite = &pActor->s();
bool bVal = false;
DExhumedActor* pTarget = nullptr;
if (pActor->nHealth <= 0) {
return;
}
pActor->nHealth -= dmgAdjust(ev->nDamage);
if (pActor->nHealth <= 0)
{
pActor->nHealth = 0;
pActor->nAction = 4;
pActor->nFrame = 0;
pActor->nCount = 10;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->cstat &= 0xFEFE;
nCreaturesKilled++;
return;
}
else
{
pTarget = ev->pOtherActor;
if (pTarget)
{
if (pSprite->statnum == 100 || (pSprite->statnum < 199 && !RandomSize(5)))
{
pActor->pTarget = pTarget;
}
}
if (!RandomSize(5))
{
pActor->nAction = RandomSize(2) + 4;
pActor->nFrame = 0;
return;
}
if (RandomSize(2)) {
return;
}
D3PlayFX(StaticSound[kSound41], pActor);
Effect(ev, pTarget, 0);
}
}
void AIScorp::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
short nAction = pActor->nAction;
auto pSprite = &pActor->s();
bool bVal = false;
DExhumedActor* pTarget = nullptr;
if (pActor->nHealth) {
Gravity(pActor);
}
int nSeq = SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
pActor->nFrame = 0;
bVal = true;
}
int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
pTarget = pActor->pTarget;
switch (nAction)
{
default:
return;
case 0:
{
if (pActor->nCount > 0)
{
pActor->nCount--;
return;
}
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
if (pTarget == nullptr)
{
pTarget = FindPlayer(pActor, 500);
if (pTarget)
{
D3PlayFX(StaticSound[kSound41], pActor);
pActor->nFrame = 0;
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
pActor->nAction = 1;
pActor->pTarget = pTarget;
}
}
}
return;
}
case 1:
{
pActor->nIndex2--;
if (pActor->nIndex2 <= 0)
{
pActor->nIndex2 = RandomSize(5);
Effect(ev, pTarget, 0);
}
else
{
auto nMov = MoveCreatureWithCaution(pActor);
if (nMov.type == kHitSprite)
{
if (pTarget == nMov.actor)
{
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;
}
Effect(ev, pTarget, 2);
}
else
{
Effect(ev, pTarget, 0);
}
return;
}
else if (nMov.type == kHitWall)
{
Effect(ev, pTarget, 0);
}
else
{
Effect(ev, pTarget, 1);
}
}
return;
}
case 2:
{
if (pTarget == nullptr)
{
pActor->nAction = 0;
pActor->nCount = 5;
}
else
{
if (PlotCourseToSprite(pActor, pTarget) >= 768)
{
pActor->nAction = 1;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(pTarget, pActor, 7);
}
}
Effect(ev, pTarget, 2);
return;
}
case 3:
{
if (bVal)
{
pActor->nIndex--;
if (pActor->nIndex <= 0)
{
pActor->nAction = 1;
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
pActor->nFrame = 0;
return;
}
}
if (!(nFlag & 0x80)) {
return;
}
auto nBulletSprite = BuildBullet(pActor, 16, -1, pSprite->ang, pTarget, 1);
if (nBulletSprite)
{
PlotCourseToSprite(nBulletSprite, pTarget);
}
return;
}
case 4:
case 5:
case 6:
case 7:
{
if (!bVal) {
return;
}
if (pActor->nHealth > 0)
{
pActor->nAction = 1;
pActor->nFrame = 0;
pActor->nCount = 0;
return;
}
pActor->nCount--;
if (pActor->nCount <= 0)
{
pActor->nAction = 8;
}
else
{
pActor->nAction = RandomBit() + 6;
}
return;
}
case 8:
{
if (bVal)
{
pActor->nAction++; // set to 9
pActor->nFrame = 0;
runlist_ChangeChannel(pActor->nChannel, 1);
return;
}
auto pSpiderActor = BuildSpider(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang);
if (pSpiderActor)
{
auto pSpiderSprite = &pSpiderActor->s();
pSpiderSprite->ang = RandomSize(11);
int nVel = RandomSize(5) + 1;
pSpiderSprite->xvel = bcos(pSpiderSprite->ang, -8) * nVel;
pSpiderSprite->yvel = bsin(pSpiderSprite->ang, -8) * nVel;
pSpiderSprite->zvel = (-(RandomSize(5) + 3)) << 8;
}
return;
}
case 9:
{
pSprite->cstat &= 0xFEFE;
if (bVal)
{
runlist_SubRunRec(pActor->nRun);
runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1);
DeleteActor(pActor);
}
return;
}
}
}
void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
short nAction = pActor->nAction;
auto pSprite = &pActor->s();
bool bVal = false;
if (mode == 0)
{
PlotCourseToSprite(pActor, pTarget);
pSprite->ang += RandomSize(7) - 63;
pSprite->ang &= kAngleMask;
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
}
if (mode <= 1)
{
if (pActor->nCount)
{
pActor->nCount--;
}
else
{
pActor->nCount = 45;
if (cansee(pSprite->x, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sectnum,
pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum))
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->ang = GetMyAngle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
pActor->nIndex = RandomSize(2) + RandomSize(3);
if (!pActor->nIndex) {
pActor->nCount = RandomSize(5);
}
else
{
pActor->nAction = 3;
pActor->nFrame = 0;
}
}
}
}
if (!nAction || pTarget == nullptr) {
return;
}
if (!(pTarget->s().cstat & 0x101))
{
pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nCount = 30;
pActor->pTarget = nullptr;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
void FuncScorp(int nObject, int nMessage, int nDamage, int nRun)
{
AIScorp ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS