//------------------------------------------------------------------------- /* 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 BEGIN_PS_NS struct Anubis { short nHealth; short nFrame; short nAction; short nSprite; short nTarget; short nCount; }; static TArray 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++; } void AIAnubis::Tick(RunListEvent* ev) { int nAnubis = ev->RunValue(); auto ap = &AnubisList[nAnubis]; int nSprite = ap->nSprite; auto sp = &sprite[nSprite]; int nAction = ap->nAction; bool bVal = false; if (nAction < 11) { Gravity(nSprite); } short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a; seq_MoveSequence(nSprite, nSeq, ap->nFrame); sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame); ap->nFrame++; if (ap->nFrame >= SeqSize[nSeq]) { ap->nFrame = 0; bVal = true; } short nTarget = ap->nTarget; auto pTarget = nTarget < 0 ? nullptr : &sprite[nTarget]; short nFrame = SeqBase[nSeq] + ap->nFrame; short nFlag = FrameFlag[nFrame]; int nMov = 0; if (nAction > 0 && nAction < 11) { nMov = MoveCreatureWithCaution(nSprite); } switch (nAction) { case 0: { if ((nAnubis & 0x1F) == (totalmoves & 0x1F)) { if (nTarget < 0) { nTarget = FindPlayer(nSprite, 100); } if (nTarget >= 0) { D3PlayFX(StaticSound[kSound8], nSprite); ap->nAction = 1; ap->nFrame = 0; ap->nTarget = nTarget; sp->xvel = bcos(sp->ang, -2); sp->yvel = bsin(sp->ang, -2); } } return; } case 1: { if ((nAnubis & 0x1F) == (totalmoves & 0x1F)) { PlotCourseToSprite(nSprite, nTarget); int nAngle = sp->ang & 0xFFF8; sp->xvel = bcos(nAngle, -2); sp->yvel = bsin(nAngle, -2); } 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); if (nAngDiff < 64) { ap->nAction = 2; ap->nFrame = 0; } 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? { 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; sp->ang = GetMyAngle(pTarget->x - sp->x, pTarget->y - sp->y); ap->nAction = 3; ap->nFrame = 0; } } } break; } } break; } case 2: { if (nTarget == -1) { ap->nAction = 0; ap->nCount = 50; } else { if (PlotCourseToSprite(nSprite, nTarget) >= 768) { ap->nAction = 1; } else { if (nFlag & 0x80) { runlist_DamageEnemy(nTarget, nSprite, 7); } } } break; } case 3: { if (bVal) { ap->nAction = 1; sp->xvel = bcos(sp->ang, -2); sp->yvel = bsin(sp->ang, -2); ap->nFrame = 0; } else { // loc_25718: if (nFlag & 0x80) { BuildBullet(nSprite, 8, 0, 0, -1, sp->ang, nTarget + 10000, 1); } } return; } case 4: case 5: { sp->xvel = 0; sp->yvel = 0; if (bVal) { ap->nAction = 1; ap->nFrame = 0; } return; } case 6: case 7: case 8: case 9: case 10: { if (bVal) { ap->nAction = (RandomSize(3) % 5) + 6; ap->nFrame = 0; } return; } case 11: case 12: { if (bVal) { ap->nAction = nAction + 2; ap->nFrame = 0; sp->xvel = 0; sp->yvel = 0; } return; } case 13: case 14: { sp->cstat &= 0xFEFE; return; } default: return; } // loc_2564C: if (nAction && nTarget != -1) { if (!(pTarget->cstat & 0x101)) { ap->nAction = 0; ap->nFrame = 0; ap->nCount = 100; ap->nTarget = -1; sp->xvel = 0; sp->yvel = 0; } } return; } void AIAnubis::Draw(RunListEvent* ev) { auto ap = &AnubisList[ev->RunValue()]; seq_PlotSequence(ev->nIndex, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b); } void AIAnubis::RadialDamage(RunListEvent* ev) { auto ap = &AnubisList[ev->RunValue()]; if (ap->nAction < 11) { ev->nDamage = runlist_CheckRadialDamage(ap->nSprite); Damage(ev); } } void AIAnubis::Damage(RunListEvent* ev) { auto ap = &AnubisList[ev->RunValue()]; 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->nIndex; // loc_258D6: if (nTarget < 0) { return; } auto pTarget = &sprite[nTarget]; if (pTarget->statnum == 100 || pTarget->statnum < 199) { if (!RandomSize(5)) { ap->nTarget = nTarget; } } 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); } } 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; } } } } void FuncAnubis(int nObject, int nMessage, int nDamage, int nRun) { AIAnubis ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } END_PS_NS