mirror of
https://github.com/DrBeef/Raze.git
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382 lines
8.7 KiB
C++
382 lines
8.7 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 <assert.h>
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BEGIN_PS_NS
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static actionSeq WaspSeq[] = {
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{0, 0},
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{0, 0},
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{9, 0},
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{18, 0},
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{27, 1},
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{28, 1},
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{29, 1}
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DExhumedActor* BuildWasp(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle, bool bEggWasp)
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{
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if (pActor == nullptr)
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{
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pActor = insertActor(pSector, 107);
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pActor->spr.pos = pos;
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}
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else
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{
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nAngle = pActor->spr.angle;
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ChangeActorStat(pActor, 107);
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}
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pActor->spr.shade = -12;
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->set_const_clipdist(70);
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if (bEggWasp)
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{
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pActor->spr.xrepeat = 20;
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pActor->spr.yrepeat = 20;
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}
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else
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{
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pActor->spr.xrepeat = 50;
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pActor->spr.yrepeat = 50;
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}
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = 1;
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pActor->spr.angle = nAngle;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->spr.hitag = 0;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.extra = -1;
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// GrabTimeSlot(3);
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->pTarget = nullptr;
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pActor->nHealth = 800;
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pActor->nDamage = 10;
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pActor->nPhase = Counters[kCountWasp]++;
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if (bEggWasp)
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{
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pActor->nCount = 60;
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pActor->nDamage /= 2;
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}
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else
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{
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pActor->nCount = RandomSize(5);
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}
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pActor->nAngle = 0;
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pActor->nVel = 0;
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pActor->nAngle2 = RandomSize(7) + 127;
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x1E0000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x1E0000);
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nCreaturesTotal++;
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return pActor;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AIWasp::Draw(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, pActor->nFrame, WaspSeq[nAction].b);
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return;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AIWasp::RadialDamage(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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if (!(pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
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return;
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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Damage(ev);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AIWasp::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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if (!ev->nDamage) {
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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->nHealth -= dmgAdjust(ev->nDamage, 3);
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if (pActor->nHealth > 0)
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{
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if (!RandomSize(4))
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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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pActor->nAction = 1;
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pActor->spr.angle += DAngle45 + DAngle90 + RandomAngle9();
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pActor->norm_ang();
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pActor->nVel = 3000;
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pActor->vel.Z = -1.25 - RandomSize(6) / 256.;
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}
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else
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{
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// Wasp is dead
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pActor->nAction = 4;
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pActor->nFrame = 0;
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pActor->spr.cstat = 0;
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pActor->spr.angle += DAngle180;
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pActor->VelFromAngle();
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pActor->vel.Z = 2;
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nCreaturesKilled++;
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}
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}
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return;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AIWasp::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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int nAction = pActor->nAction;
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DExhumedActor* pTarget = nullptr;
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bool bVal = false;
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int nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
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pActor->spr.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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if (pActor->nHealth > 0)
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{
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pTarget = pActor->pTarget;
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if (pTarget && (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) || (pTarget->sector()->Flag & kSectUnderwater)))
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{
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// goto pink
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pActor->pTarget = nullptr;
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pActor->nAction = 0;
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pActor->nCount = RandomSize(6);
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return;
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}
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}
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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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pActor->vel.Z = BobVal(pActor->nAngle) * 4;
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pActor->nAngle += pActor->nAngle2;
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pActor->nAngle &= kAngleMask;
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MoveCreature(pActor);
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if (pTarget)
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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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PlotCourseToSprite(pActor, pTarget);
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}
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else
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{
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pActor->pitch = nullAngle;
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pActor->vel.Z = 0;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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pActor->nVel = 1500;
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pActor->nCount = RandomSize(5) + 60;
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}
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}
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else
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{
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) {
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pActor->pTarget = FindPlayer(pActor, 60);
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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->nCount--;
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if (pActor->nCount <= 0)
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{
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pActor->nAction = 0;
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pActor->nCount = RandomSize(6);
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return;
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}
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auto nChaseVal = AngleChase(pActor, pTarget, pActor->nVel, 0, DAngle22_5 / 8);
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switch (nChaseVal.type)
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{
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default:
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return;
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case kHitWall:
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{
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return;
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}
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case kHitSprite:
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{
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if (nChaseVal.actor() == pTarget)
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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runlist_DamageEnemy(pTarget, pActor, pActor->nDamage);
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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return;
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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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case 3:
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{
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if (bVal)
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{
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pActor->spr.angle += DAngle45 + DAngle90 + RandomAngle9();
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pActor->vel.Z = ((-20) - RandomSize(6)) / 256.;
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pActor->nAction = 1;
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pActor->nVel = 3000;
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}
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return;
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}
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case 4:
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{
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auto nMove = MoveCreature(pActor);
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//if (nMove.type != kHitNone) // The code messed up the return value so this check always was true.
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 4;
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pActor->nAction = 5;
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pActor->nFrame = 0;
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}
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return;
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}
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case 5:
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{
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auto pSector =pActor->sector();
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pActor->spr.pos.Z = pActor->vel.Z;
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if (pActor->spr.pos.Z >= pSector->floorz)
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{
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if (pSector->pBelow != nullptr)
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{
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BuildSplash(pActor, pSector);
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pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->nAction = 6;
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pActor->nFrame = 0;
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runlist_SubRunRec(pActor->nRun);
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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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END_PS_NS
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