mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 17:31:27 +00:00
490 lines
11 KiB
C++
490 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 "engine.h"
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#include "exhumed.h"
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#include "sequence.h"
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#include "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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static actionSeq ScorpSeq[] = {
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{0, 0},
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{8, 0},
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{29, 0},
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{19, 0},
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{45, 1},
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{46, 1},
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{47, 1},
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{48, 1},
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{50, 1},
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{53, 1}
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};
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void BuildScorp(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel)
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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(nSector, 122);
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pSprite = &pActor->s();
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}
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else
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{
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ChangeActorStat(pActor, 122);
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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 = sector[pSprite->sectnum].floorz;
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nAngle = pSprite->ang;
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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->clipdist = 70;
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pSprite->shade = -12;
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pSprite->xrepeat = 80;
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pSprite->yrepeat = 80;
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pSprite->picnum = 1;
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pSprite->pal = sector[pSprite->sectnum].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->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->lotag = runlist_HeadRun() + 1;
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pSprite->extra = -1;
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pSprite->hitag = 0;
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// GrabTimeSlot(3);
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pActor->nHealth = 20000;
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pActor->nFrame = 0;
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pActor->nAction = 0;
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pActor->pTarget = nullptr;
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pActor->nCount = 0;
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pActor->nIndex2 = 1;
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pActor->nPhase = Counters[kCountScorp]++;
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pActor->nChannel = nChannel;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x220000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x220000);
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nCreaturesTotal++;
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}
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void AIScorp::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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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a, pActor->nFrame, ScorpSeq[nAction].b);
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}
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void AIScorp::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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ev->nDamage = runlist_CheckRadialDamage(pActor);
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if (ev->nDamage) Damage(ev);
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}
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void AIScorp::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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short nAction = pActor->nAction;
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auto pSprite = &pActor->s();
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bool bVal = false;
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DExhumedActor* pTarget = nullptr;
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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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pActor->nAction = 4;
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pActor->nFrame = 0;
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pActor->nCount = 10;
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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->cstat &= 0xFEFE;
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nCreaturesKilled++;
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return;
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}
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else
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{
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pTarget = ev->pOtherActor;
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if (pTarget)
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{
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if (pSprite->statnum == 100 || (pSprite->statnum < 199 && !RandomSize(5)))
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{
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pActor->pTarget = pTarget;
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}
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}
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if (!RandomSize(5))
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{
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pActor->nAction = RandomSize(2) + 4;
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pActor->nFrame = 0;
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return;
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}
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if (RandomSize(2)) {
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return;
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}
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D3PlayFX(StaticSound[kSound41], pActor);
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Effect(ev, pTarget, 0);
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}
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}
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void AIScorp::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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short nAction = pActor->nAction;
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auto pSprite = &pActor->s();
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bool bVal = false;
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DExhumedActor* pTarget = nullptr;
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if (pActor->nHealth) {
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Gravity(pActor);
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}
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int nSeq = SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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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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int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
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pTarget = pActor->pTarget;
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switch (nAction)
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{
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default:
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return;
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case 0:
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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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return;
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}
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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if (pTarget == nullptr)
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{
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pTarget = FindPlayer(pActor, 500);
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if (pTarget)
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{
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D3PlayFX(StaticSound[kSound41], pActor);
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pActor->nFrame = 0;
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pSprite->xvel = bcos(pSprite->ang);
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pSprite->yvel = bsin(pSprite->ang);
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pActor->nAction = 1;
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pActor->pTarget = pTarget;
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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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pActor->nIndex2--;
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if (pActor->nIndex2 <= 0)
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{
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pActor->nIndex2 = RandomSize(5);
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Effect(ev, pTarget, 0);
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}
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else
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{
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auto nMov = MoveCreatureWithCaution(pActor);
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if (nMov.type == kHitSprite)
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{
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if (pTarget == nMov.actor)
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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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}
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Effect(ev, pTarget, 2);
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}
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else
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{
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Effect(ev, pTarget, 0);
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}
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return;
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}
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else if (nMov.type == kHitWall)
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{
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Effect(ev, pTarget, 0);
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}
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else
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{
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Effect(ev, pTarget, 1);
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}
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}
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return;
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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->nCount = 5;
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}
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else
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{
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if (PlotCourseToSprite(pActor, pTarget) >= 768)
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{
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pActor->nAction = 1;
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}
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else if (nFlag & 0x80)
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{
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runlist_DamageEnemy(pTarget, pActor, 7);
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}
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}
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Effect(ev, pTarget, 2);
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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->nIndex--;
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if (pActor->nIndex <= 0)
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{
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pActor->nAction = 1;
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pSprite->xvel = bcos(pSprite->ang);
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pSprite->yvel = bsin(pSprite->ang);
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pActor->nFrame = 0;
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return;
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}
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}
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if (!(nFlag & 0x80)) {
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return;
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}
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auto nBulletSprite = BuildBullet(pActor, 16, -1, pSprite->ang, pTarget, 1);
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if (nBulletSprite)
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{
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PlotCourseToSprite(nBulletSprite, pTarget);
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}
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return;
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}
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case 4:
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case 5:
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case 6:
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case 7:
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{
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if (!bVal) {
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return;
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}
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if (pActor->nHealth > 0)
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{
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pActor->nAction = 1;
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pActor->nFrame = 0;
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pActor->nCount = 0;
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return;
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}
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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pActor->nAction = 8;
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}
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else
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{
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pActor->nAction = RandomBit() + 6;
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}
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return;
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}
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case 8:
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{
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if (bVal)
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{
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pActor->nAction++; // set to 9
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pActor->nFrame = 0;
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runlist_ChangeChannel(pActor->nChannel, 1);
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return;
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}
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auto pSpiderActor = BuildSpider(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang);
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if (pSpiderActor)
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{
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auto pSpiderSprite = &pSpiderActor->s();
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pSpiderSprite->ang = RandomSize(11);
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int nVel = RandomSize(5) + 1;
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pSpiderSprite->xvel = bcos(pSpiderSprite->ang, -8) * nVel;
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pSpiderSprite->yvel = bsin(pSpiderSprite->ang, -8) * nVel;
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pSpiderSprite->zvel = (-(RandomSize(5) + 3)) << 8;
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}
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return;
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}
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case 9:
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{
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pSprite->cstat &= 0xFEFE;
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if (bVal)
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{
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runlist_SubRunRec(pActor->nRun);
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->lotag - 1);
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DeleteActor(pActor);
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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 AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nAction = pActor->nAction;
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auto pSprite = &pActor->s();
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bool bVal = false;
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if (mode == 0)
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{
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PlotCourseToSprite(pActor, pTarget);
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pSprite->ang += RandomSize(7) - 63;
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pSprite->ang &= kAngleMask;
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pSprite->xvel = bcos(pSprite->ang);
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pSprite->yvel = bsin(pSprite->ang);
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}
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if (mode <= 1)
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{
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if (pActor->nCount)
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{
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pActor->nCount--;
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}
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else
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{
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pActor->nCount = 45;
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if (cansee(pSprite->x, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sectnum,
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pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum))
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{
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->ang = GetMyAngle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
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pActor->nIndex = RandomSize(2) + RandomSize(3);
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if (!pActor->nIndex) {
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pActor->nCount = RandomSize(5);
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}
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else
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{
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pActor->nAction = 3;
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pActor->nFrame = 0;
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}
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}
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}
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}
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if (!nAction || pTarget == nullptr) {
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return;
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}
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if (!(pTarget->s().cstat & 0x101))
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{
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->nCount = 30;
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pActor->pTarget = nullptr;
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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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void FuncScorp(int nObject, int nMessage, int nDamage, int nRun)
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{
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AIScorp ai;
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runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
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}
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END_PS_NS
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