raze/source/games/exhumed/src/anubis.cpp

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//-------------------------------------------------------------------------
/*
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 "exhumed.h"
#include "aistuff.h"
#include "engine.h"
#include "sequence.h"
#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
struct Anubis
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nCount;
};
static TArray<Anubis> AnubisList;
static int nAnubisDrum = 0;
static actionSeq AnubisSeq[] = {
{ 0, 0 },
{ 8, 0 },
{ 16, 0 },
{ 24, 0 },
{ 32, 0 },
{ -1, 0 },
{ 46, 1 },
{ 46, 1 },
{ 47, 1 },
{ 49, 1 },
{ 49, 1 },
{ 40, 1 },
{ 42, 1 },
{ 41, 1 },
{ 43, 1 },
};
FSerializer& Serialize(FSerializer& arc, const char* keyname, Anubis& w, Anubis* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("count", w.nCount)
.EndObject();
}
return arc;
}
void SerializeAnubis(FSerializer& arc)
{
arc("anubis", AnubisList)
("anubisdrum", nAnubisDrum);
}
void InitAnubis()
{
AnubisList.Clear();
nAnubisDrum = 1;
}
void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
{
auto nAnubis = AnubisList.Reserve(1);
auto ap = &AnubisList[nAnubis];
spritetype* sp;
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 101);
sp = &sprite[nSprite];
}
else
{
changespritestat(nSprite, 101);
sp = &sprite[nSprite];
x = sp->x;
y = sp->y;
z = sector[sp->sectnum].floorz;
nAngle = sp->ang;
}
assert(nSprite >=0 && nSprite < kMaxSprites);
sp->x = x;
sp->y = y;
sp->z = z;
sp->cstat = 0x101;
sp->xoffset = 0;
sp->shade = -12;
sp->yoffset = 0;
sp->picnum = 1;
sp->pal = sector[sp->sectnum].ceilingpal;
sp->clipdist = 60;
sp->ang = nAngle;
sp->xrepeat = 40;
sp->yrepeat = 40;
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->hitag = 0;
sp->lotag = runlist_HeadRun() + 1;
sp->extra = -1;
// GrabTimeSlot(3);
if (bIsDrummer)
{
ap->nAction = nAnubisDrum + 6;
nAnubisDrum++;
if (nAnubisDrum >= 5) {
nAnubisDrum = 0;
}
}
else
{
ap->nAction = 0;
}
ap->nHealth = 540;
ap->nFrame = 0;
ap->nSprite = nSprite;
ap->nTarget = -1;
ap->nCount = 0;
sp->owner = runlist_AddRunRec(sp->lotag - 1, nAnubis, 0x90000);
runlist_AddRunRec(NewRun, nAnubis, 0x90000);
nCreaturesTotal++;
}
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void AIAnubis::Tick(RunListEvent* ev)
{
int nAnubis = RunData[ev->nRun].nObjIndex;
auto ap = &AnubisList[nAnubis];
int nSprite = ap->nSprite;
auto sp = &sprite[nSprite];
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int nAction = ap->nAction;
bool bVal = false;
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if (nAction < 11) {
Gravity(nSprite);
}
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short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
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seq_MoveSequence(nSprite, nSeq, ap->nFrame);
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sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
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ap->nFrame++;
if (ap->nFrame >= SeqSize[nSeq])
{
ap->nFrame = 0;
bVal = true;
}
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short nTarget = ap->nTarget;
auto pTarget = nTarget < 0 ? nullptr : &sprite[nTarget];
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short nFrame = SeqBase[nSeq] + ap->nFrame;
short nFlag = FrameFlag[nFrame];
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int nMov = 0;
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if (nAction > 0 && nAction < 11) {
nMov = MoveCreatureWithCaution(nSprite);
}
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switch (nAction)
{
case 0:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0) {
nTarget = FindPlayer(nSprite, 100);
}
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if (nTarget >= 0)
{
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D3PlayFX(StaticSound[kSound8], nSprite);
ap->nAction = 1;
ap->nFrame = 0;
ap->nTarget = nTarget;
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sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
}
}
return;
}
case 1:
{
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
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int nAngle = sp->ang & 0xFFF8;
sp->xvel = bcos(nAngle, -2);
sp->yvel = bsin(nAngle, -2);
}
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switch (nMov & 0xC000)
{
case 0xC000:
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(pTarget->x - sp->x, pTarget->y - sp->y);
int nAngDiff = AngleDiff(sp->ang, nAng);
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if (nAngDiff < 64)
{
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ap->nAction = 2;
ap->nFrame = 0;
}
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break;
}
// else we fall through to 0x8000
fallthrough__;
}
case 0x8000:
{
sp->ang = (sp->ang + 256) & kAngleMask;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
break;
}
default:
{
if (ap->nCount)
{
ap->nCount--;
}
else
{
ap->nCount = 60;
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
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if (cansee(sp->x, sp->y, sp->z - GetSpriteHeight(nSprite), sp->sectnum,
pTarget->x, pTarget->y, pTarget->z - GetSpriteHeight(nTarget), pTarget->sectnum))
{
sp->xvel = 0;
sp->yvel = 0;
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sp->ang = GetMyAngle(pTarget->x - sp->x, pTarget->y - sp->y);
ap->nAction = 3;
ap->nFrame = 0;
}
}
}
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break;
}
}
break;
}
case 2:
{
if (nTarget == -1)
{
ap->nAction = 0;
ap->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
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ap->nAction = 1;
}
else
{
if (nFlag & 0x80)
{
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runlist_DamageEnemy(nTarget, nSprite, 7);
}
}
}
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break;
}
case 3:
{
if (bVal)
{
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ap->nAction = 1;
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sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
ap->nFrame = 0;
}
else
{
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// loc_25718:
if (nFlag & 0x80)
{
BuildBullet(nSprite, 8, 0, 0, -1, sp->ang, nTarget + 10000, 1);
}
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}
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return;
}
case 4:
case 5:
{
sp->xvel = 0;
sp->yvel = 0;
if (bVal)
{
ap->nAction = 1;
ap->nFrame = 0;
}
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return;
}
case 6:
case 7:
case 8:
case 9:
case 10:
{
if (bVal)
{
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ap->nAction = (RandomSize(3) % 5) + 6;
ap->nFrame = 0;
}
return;
}
case 11:
case 12:
{
if (bVal)
{
ap->nAction = nAction + 2;
ap->nFrame = 0;
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sp->xvel = 0;
sp->yvel = 0;
}
return;
}
case 13:
case 14:
{
sp->cstat &= 0xFEFE;
return;
}
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default:
return;
}
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// loc_2564C:
if (nAction && nTarget != -1)
{
if (!(pTarget->cstat & 0x101))
{
ap->nAction = 0;
ap->nFrame = 0;
ap->nCount = 100;
ap->nTarget = -1;
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sp->xvel = 0;
sp->yvel = 0;
}
}
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return;
}
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void AIAnubis::Draw(RunListEvent* ev)
{
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b);
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}
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void AIAnubis::RadialDamage(RunListEvent* ev)
{
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
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if (ap->nAction < 11)
{
ev->nDamage = runlist_CheckRadialDamage(ap->nSprite);
Damage(ev);
}
}
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void AIAnubis::Damage(RunListEvent* ev)
{
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
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int nSprite = ap->nSprite;
auto sp = &sprite[nSprite];
int nAction = ap->nAction;
int nDamage = ev->nDamage;
if (nDamage)
{
if (ap->nHealth <= 0)
return;
ap->nHealth -= dmgAdjust(nDamage);
if (ap->nHealth > 0)
{
int nTarget = ev->nParam;
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// loc_258D6:
if (nTarget < 0) {
return;
}
auto pTarget = &sprite[nTarget];
if (pTarget->statnum == 100 || pTarget->statnum < 199)
{
if (!RandomSize(5)) {
ap->nTarget = nTarget;
}
}
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if (RandomSize(1))
{
if (nAction >= 6 && nAction <= 10)
{
int nDrumSprite = insertsprite(sp->sectnum, kStatAnubisDrum);
auto pDrumSprite = &sprite[nDrumSprite];
pDrumSprite->x = sp->x;
pDrumSprite->y = sp->y;
pDrumSprite->z = sector[pDrumSprite->sectnum].floorz;
pDrumSprite->xrepeat = 40;
pDrumSprite->yrepeat = 40;
pDrumSprite->shade = -64;
BuildObject(nDrumSprite, 2, 0);
}
ap->nAction = 4;
ap->nFrame = 0;
}
else
{
// loc_259B5:
D3PlayFX(StaticSound[kSound39], nSprite);
}
}
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else
{
// he ded.
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->z = sector[sp->sectnum].floorz;
sp->cstat &= 0xFEFE;
ap->nHealth = 0;
nCreaturesKilled++;
if (nAction < 11)
{
DropMagic(nSprite);
ap->nAction = (ev->nMessage == EMessageType::RadialDamage) + 11;
ap->nFrame = 0;
}
}
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}
}
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void FuncAnubis(int nObject, int nMessage, int nDamage, int nRun)
{
AIAnubis ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS