- converted FuncLion into a class

This commit is contained in:
Christoph Oelckers 2021-10-15 21:29:24 +02:00
parent 45e7b7c4d5
commit b772200dd4
2 changed files with 457 additions and 437 deletions

View file

@ -492,6 +492,14 @@ struct AILavaDudeLimb : public ExhumedAI
void Draw(RunListEvent* ev) override;
};
struct AILion : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);

View file

@ -139,469 +139,481 @@ void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
nCreaturesTotal++;
}
void FuncLion(int nObject, int nMessage, int nDamage, int nRun)
void AILion::Draw(RunListEvent* ev)
{
short nLion = RunData[nRun].nVal;
short nLion = RunData[ev->nRun].nVal;
assert(nLion >= 0 && nLion < (int)LionList.Size());
short nAction = LionList[nLion].nAction;
seq_PlotSequence(ev->nIndex, SeqOffsets[kSeqLion] + LionSeq[nAction].a, LionList[nLion].nFrame, LionSeq[nAction].b);
}
void AILion::RadialDamage(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nVal;
assert(nLion >= 0 && nLion < (int)LionList.Size());
short nSprite = LionList[nLion].nSprite;
auto pSprite = &sprite[nSprite];
ev->nDamage = runlist_CheckRadialDamage(nSprite);
// now fall through to 0x80000
Damage(ev);
}
void AILion::Damage(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nVal;
assert(nLion >= 0 && nLion < (int)LionList.Size());
short nSprite = LionList[nLion].nSprite;
auto pSprite = &sprite[nSprite];
short nAction = LionList[nLion].nAction;
if (ev->nDamage && LionList[nLion].nHealth > 0)
{
LionList[nLion].nHealth -= dmgAdjust(ev->nDamage);
if (LionList[nLion].nHealth <= 0)
{
// R.I.P.
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->cstat &= 0xFEFE;
LionList[nLion].nHealth = 0;
nCreaturesKilled++;
if (nAction < 10)
{
DropMagic(nSprite);
if (ev->nMessage == EMessageType::RadialDamage)
{
LionList[nLion].nAction = 11;
}
else
{
LionList[nLion].nAction = 10;
}
LionList[nLion].nFrame = 0;
return;
}
}
else
{
short nTarget = ev->nIndex;
if (nTarget > -1)
{
if (sprite[nTarget].statnum < 199) {
LionList[nLion].nTarget = nTarget;
}
if (nAction != 6)
{
if (RandomSize(8) <= (LionList[nLion].nHealth >> 2))
{
LionList[nLion].nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
else if (RandomSize(1))
{
PlotCourseToSprite(nSprite, nTarget);
LionList[nLion].nAction = 5;
LionList[nLion].nCount = RandomSize(3);
pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
}
else
{
LionList[nLion].nAction = 8;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->cstat &= 0xFEFE;
}
LionList[nLion].nFrame = 0;
}
}
}
}
}
void AILion::Tick(RunListEvent* ev)
{
short nLion = RunData[ev->nRun].nVal;
assert(nLion >= 0 && nLion < (int)LionList.Size());
short nSprite = LionList[nLion].nSprite;
auto pSprite = &sprite[nSprite];
short nAction = LionList[nLion].nAction;
bool bVal = false;
switch (nMessage)
if (nAction != 7) {
Gravity(nSprite);
}
short nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame);
seq_MoveSequence(nSprite, nSeq, LionList[nLion].nFrame);
LionList[nLion].nFrame++;
if (LionList[nLion].nFrame >= SeqSize[nSeq])
{
default:
{
Printf("unknown msg %d for Lion\n", nMessage);
return;
}
LionList[nLion].nFrame = 0;
bVal = true;
}
case 0x90000:
{
seq_PlotSequence(nObject, SeqOffsets[kSeqLion] + LionSeq[nAction].a, LionList[nLion].nFrame, LionSeq[nAction].b);
return;
}
short nFlag = FrameFlag[SeqBase[nSeq] + LionList[nLion].nFrame];
short nTarget = LionList[nLion].nTarget;
case 0xA0000:
int nMov = MoveCreatureWithCaution(nSprite);
switch (nAction)
{
default:
return;
case 0:
case 1:
{
if ((LionList[nLion].nIndex & 0x1F) == (totalmoves & 0x1F))
{
nDamage = runlist_CheckRadialDamage(nSprite);
// now fall through to 0x80000
fallthrough__;
}
case 0x80000:
{
if (nDamage && LionList[nLion].nHealth > 0)
if (nTarget < 0)
{
LionList[nLion].nHealth -= dmgAdjust(nDamage);
if (LionList[nLion].nHealth <= 0)
nTarget = FindPlayer(nSprite, 40);
if (nTarget >= 0)
{
// R.I.P.
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->cstat &= 0xFEFE;
D3PlayFX(StaticSound[kSound24], nSprite);
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
LionList[nLion].nHealth = 0;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
LionList[nLion].nTarget = nTarget;
return;
}
}
}
nCreaturesKilled++;
if (nAction < 10)
{
DropMagic(nSprite);
if (nMessage == 0xA0000) {
LionList[nLion].nAction = 11;
}
else
{
LionList[nLion].nAction = 10;
}
LionList[nLion].nFrame = 0;
return;
}
if (nAction && !easy())
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
{
if (RandomBit())
{
pSprite->ang = RandomWord() & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
}
else
{
short nTarget = nObject;
if (nTarget > -1)
{
if (sprite[nTarget].statnum < 199) {
LionList[nLion].nTarget = nTarget;
}
if (nAction != 6)
{
if (RandomSize(8) <= (LionList[nLion].nHealth >> 2))
{
LionList[nLion].nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
else if (RandomSize(1))
{
PlotCourseToSprite(nSprite, nTarget);
LionList[nLion].nAction = 5;
LionList[nLion].nCount = RandomSize(3);
pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
}
else
{
LionList[nLion].nAction = 8;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->cstat &= 0xFEFE;
}
LionList[nLion].nFrame = 0;
}
}
}
}
return;
}
case 0x20000:
{
if (nAction != 7) {
Gravity(nSprite);
}
short nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame);
seq_MoveSequence(nSprite, nSeq, LionList[nLion].nFrame);
LionList[nLion].nFrame++;
if (LionList[nLion].nFrame >= SeqSize[nSeq])
{
LionList[nLion].nFrame = 0;
bVal = true;
}
short nFlag = FrameFlag[SeqBase[nSeq] + LionList[nLion].nFrame];
short nTarget = LionList[nLion].nTarget;
int nMov = MoveCreatureWithCaution(nSprite);
switch (nAction)
{
default:
return;
case 0:
case 1:
{
if ((LionList[nLion].nIndex & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
{
nTarget = FindPlayer(nSprite, 40);
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound24], nSprite);
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
LionList[nLion].nTarget = nTarget;
return;
}
}
}
if (nAction && !easy())
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
{
if (RandomBit())
{
pSprite->ang = RandomWord() & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
}
else
{
pSprite->xvel = 0;
pSprite->yvel = 0;
}
LionList[nLion].nCount = 100;
}
}
return;
}
case 2:
{
if ((totalmoves & 0x1F) == (LionList[nLion].nIndex & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
int nAng = pSprite->ang & 0xFFF8;
if (pSprite->cstat & 0x8000)
{
pSprite->xvel = bcos(nAng, 1);
pSprite->yvel = bsin(nAng, 1);
}
else
{
pSprite->xvel = bcos(nAng, -1);
pSprite->yvel = bsin(nAng, -1);
}
}
if ((nMov & 0xC000) < 0x8000)
{
break;
}
else if ((nMov & 0xC000) == 0x8000)
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
else if ((nMov & 0xC000) == 0xC000)
{
if ((nMov & 0x3FFF) == nTarget)
{
if (pSprite->cstat & 0x8000)
{
LionList[nLion].nAction = 9;
pSprite->cstat &= 0x7FFF;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
else
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
}
}
LionList[nLion].nFrame = 0;
break;
}
else
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
}
break;
}
case 3:
{
if (nTarget == -1)
{
LionList[nLion].nAction = 1;
LionList[nLion].nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
LionList[nLion].nAction = 2;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 10);
}
}
break;
}
case 4:
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
}
if (nMov & 0x20000)
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
}
return;
}
case 5: // Jump away when damaged
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
{
pSprite->zvel = -4000;
LionList[nLion].nCount = 0;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z - (GetSpriteHeight(nSprite) >> 1);
int nCheckDist = 0x7FFFFFFF;
short nAngle = pSprite->ang;
short nScanAngle = (pSprite->ang - 512) & kAngleMask;
for (int i = 0; i < 5; i++)
{
short hitwall;
int hitx, hity;
vec3_t startPos = { x, y, z };
hitdata_t hitData;
hitscan(&startPos, pSprite->sectnum, bcos(nScanAngle), bsin(nScanAngle), 0, &hitData, CLIPMASK1);
hitx = hitData.pos.x;
hity = hitData.pos.y;
hitwall = hitData.wall;
if (hitwall > -1)
{
int theX = abs(hitx - x);
int theY = abs(hity - y);
if ((theX + theY) < nCheckDist)
{
nCheckDist = theX;
nAngle = nScanAngle;
}
}
nScanAngle += 256;
nScanAngle &= kAngleMask;
}
pSprite->ang = nAngle;
LionList[nLion].nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
}
return;
}
case 6:
{
if (nMov & 0x30000)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
return;
}
if ((nMov & 0xC000) == 0x8000)
{
LionList[nLion].nAction = 7;
pSprite->ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
LionList[nLion].nCount = RandomSize(4);
return;
}
else if ((nMov & 0xC000) == 0xC000)
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
LionList[nLion].nFrame = 0;
}
}
else
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
}
return;
}
case 7:
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
{
LionList[nLion].nCount = 0;
if (nTarget > -1)
{
PlotCourseToSprite(nSprite, nTarget);
}
else
{
pSprite->ang = (RandomSize(9) + (pSprite->ang + 768)) & kAngleMask;
}
pSprite->zvel = -1000;
LionList[nLion].nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
}
return;
}
case 8:
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
pSprite->cstat |= 0x8000;
}
return;
}
case 9:
{
if (bVal)
{
LionList[nLion].nFrame = 0;
LionList[nLion].nAction = 2;
pSprite->cstat |= 0x101;
}
return;
}
case 10:
case 11:
{
if (bVal)
{
runlist_SubRunRec(pSprite->owner);
runlist_SubRunRec(LionList[nLion].nRun);
pSprite->cstat = 0x8000;
}
return;
}
}
// loc_379AD: ?
if (nAction != 1 && nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101))
{
LionList[nLion].nAction = 1;
LionList[nLion].nFrame = 0;
LionList[nLion].nCount = 100;
LionList[nLion].nTarget = -1;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
LionList[nLion].nCount = 100;
}
}
return;
}
case 2:
{
if ((totalmoves & 0x1F) == (LionList[nLion].nIndex & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
int nAng = pSprite->ang & 0xFFF8;
if (pSprite->cstat & 0x8000)
{
pSprite->xvel = bcos(nAng, 1);
pSprite->yvel = bsin(nAng, 1);
}
else
{
pSprite->xvel = bcos(nAng, -1);
pSprite->yvel = bsin(nAng, -1);
}
}
if ((nMov & 0xC000) < 0x8000)
{
break;
}
else if ((nMov & 0xC000) == 0x8000)
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
else if ((nMov & 0xC000) == 0xC000)
{
if ((nMov & 0x3FFF) == nTarget)
{
if (pSprite->cstat & 0x8000)
{
LionList[nLion].nAction = 9;
pSprite->cstat &= 0x7FFF;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
else
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
}
}
LionList[nLion].nFrame = 0;
break;
}
else
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
}
break;
}
case 3:
{
if (nTarget == -1)
{
LionList[nLion].nAction = 1;
LionList[nLion].nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
LionList[nLion].nAction = 2;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 10);
}
}
break;
}
case 4:
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
}
if (nMov & 0x20000)
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
}
return;
}
case 5: // Jump away when damaged
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
{
pSprite->zvel = -4000;
LionList[nLion].nCount = 0;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z - (GetSpriteHeight(nSprite) >> 1);
int nCheckDist = 0x7FFFFFFF;
short nAngle = pSprite->ang;
short nScanAngle = (pSprite->ang - 512) & kAngleMask;
for (int i = 0; i < 5; i++)
{
short hitwall;
int hitx, hity;
vec3_t startPos = { x, y, z };
hitdata_t hitData;
hitscan(&startPos, pSprite->sectnum, bcos(nScanAngle), bsin(nScanAngle), 0, &hitData, CLIPMASK1);
hitx = hitData.pos.x;
hity = hitData.pos.y;
hitwall = hitData.wall;
if (hitwall > -1)
{
int theX = abs(hitx - x);
int theY = abs(hity - y);
if ((theX + theY) < nCheckDist)
{
nCheckDist = theX;
nAngle = nScanAngle;
}
}
nScanAngle += 256;
nScanAngle &= kAngleMask;
}
pSprite->ang = nAngle;
LionList[nLion].nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
}
return;
}
case 6:
{
if (nMov & 0x30000)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
return;
}
if ((nMov & 0xC000) == 0x8000)
{
LionList[nLion].nAction = 7;
pSprite->ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
LionList[nLion].nCount = RandomSize(4);
return;
}
else if ((nMov & 0xC000) == 0xC000)
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
LionList[nLion].nFrame = 0;
}
}
else
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
}
return;
}
case 7:
{
LionList[nLion].nCount--;
if (LionList[nLion].nCount <= 0)
{
LionList[nLion].nCount = 0;
if (nTarget > -1)
{
PlotCourseToSprite(nSprite, nTarget);
}
else
{
pSprite->ang = (RandomSize(9) + (pSprite->ang + 768)) & kAngleMask;
}
pSprite->zvel = -1000;
LionList[nLion].nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], nSprite);
}
return;
}
case 8:
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
pSprite->cstat |= 0x8000;
}
return;
}
case 9:
{
if (bVal)
{
LionList[nLion].nFrame = 0;
LionList[nLion].nAction = 2;
pSprite->cstat |= 0x101;
}
return;
}
case 10:
case 11:
{
if (bVal)
{
runlist_SubRunRec(pSprite->owner);
runlist_SubRunRec(LionList[nLion].nRun);
pSprite->cstat = 0x8000;
}
return;
}
}
// loc_379AD: ?
if (nAction != 1 && nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101))
{
LionList[nLion].nAction = 1;
LionList[nLion].nFrame = 0;
LionList[nLion].nCount = 100;
LionList[nLion].nTarget = -1;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
}
void FuncLion(int nObject, int nMessage, int nDamage, int nRun)
{
AILion ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS