//------------------------------------------------------------------------- /* 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 "aistuff.h" #include "exhumed.h" #include "engine.h" #include "sequence.h" #include "sound.h" #include "player.h" #include BEGIN_PS_NS static actionSeq RexSeq[] = { {29, 0}, {0, 0}, {0, 0}, {37, 0}, {9, 0}, {18, 0}, {27, 1}, {28, 1} }; void BuildRex(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel) { spritetype* pSprite; if (pActor == nullptr) { pActor = insertActor(nSector, 119); pSprite = &pActor->s(); } else { pSprite = &pActor->s(); x = pSprite->x; y = pSprite->y; z = sector[pSprite->sectnum].floorz; nAngle = pSprite->ang; ChangeActorStat(pActor, 119); } pSprite->x = x; pSprite->y = y; pSprite->z = z; pSprite->cstat = 0x101; pSprite->clipdist = 80; pSprite->shade = -12; pSprite->xrepeat = 64; pSprite->yrepeat = 64; pSprite->picnum = 1; pSprite->pal = sector[pSprite->sectnum].ceilingpal; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->ang = nAngle; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->lotag = runlist_HeadRun() + 1; pSprite->extra = -1; pSprite->hitag = 0; GrabTimeSlot(3); pActor->nAction = 0; pActor->nHealth = 4000; pActor->nFrame = 0; pActor->pTarget = nullptr; pActor->nCount = 0; pActor->nPhase = Counters[kCountRex]++; pActor->nRun = nChannel; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x180000); // this isn't stored anywhere. runlist_AddRunRec(NewRun, pActor, 0x180000); nCreaturesTotal++; } void AIRex::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; if (nAction == 5) { ev->nDamage = runlist_CheckRadialDamage(pActor); } Damage(ev); } void AIRex::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; auto pSprite = &pActor->s(); if (ev->nDamage) { auto pTarget = ev->pOtherActor; if (pTarget && pTarget->s().statnum == 100) { pActor->pTarget = pTarget; } if (pActor->nAction == 5 && pActor->nHealth > 0) { pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->cstat &= 0xFEFE; pActor->nHealth = 0; nCreaturesKilled++; if (nAction < 6) { pActor->nAction = 6; pActor->nFrame = 0; } } } } } void AIRex::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqRex] + RexSeq[nAction].a, pActor->nFrame, RexSeq[nAction].b); return; } void AIRex::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nAction = pActor->nAction; auto pSprite = &pActor->s(); bool bVal = false; Gravity(pActor); int nSeq = SeqOffsets[kSeqRex] + RexSeq[nAction].a; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); int ecx = 2; if (nAction != 2) { ecx = 1; } // moves the mouth open and closed as it's idle? while (--ecx != -1) { seq_MoveSequence(pActor, nSeq, pActor->nFrame); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; bVal = true; } } int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame]; auto pTarget = pActor->pTarget; switch (nAction) { default: return; case 0: { if (!pActor->nCount) { if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { if (pTarget == nullptr) { short nAngle = pSprite->ang; // make backup of this variable pActor->pTarget = FindPlayer(pActor, 60); pSprite->ang = nAngle; } else { pActor->nCount = 60; } } } else { pActor->nCount--; if (pActor->nCount <= 0) { pActor->nAction = 1; pActor->nFrame = 0; pSprite->xvel = bcos(pSprite->ang, -2); pSprite->yvel = bsin(pSprite->ang, -2); D3PlayFX(StaticSound[kSound48], pActor); pActor->nCount = 30; } } return; } case 1: { if (pActor->nCount > 0) { pActor->nCount--; } if ((pActor->nPhase & 0x0F) == (totalmoves & 0x0F)) { if (!RandomSize(1)) { pActor->nAction = 5; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; return; } else { if (((PlotCourseToSprite(pActor, pTarget) >> 8) >= 60) || pActor->nCount > 0) { int nAngle = pSprite->ang & 0xFFF8; pSprite->xvel = bcos(nAngle, -2); pSprite->yvel = bsin(nAngle, -2); } else { pActor->nAction = 2; pActor->nCount = 240; D3PlayFX(StaticSound[kSound48], pActor); pActor->nFrame = 0; return; } } } auto nMov = MoveCreatureWithCaution(pActor); switch (nMov.type) { case kHitSprite: { if (nMov.actor == pTarget) { PlotCourseToSprite(pActor, pTarget); pActor->nAction = 4; pActor->nFrame = 0; break; } [[fallthrough]]; } case kHitWall: { pSprite->ang = (pSprite->ang + 256) & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -2); pSprite->yvel = bsin(pSprite->ang, -2); pActor->nAction = 1; pActor->nFrame = 0; nAction = 1; break; } } break; } case 2: { pActor->nCount--; if (pActor->nCount > 0) { PlotCourseToSprite(pActor, pTarget); pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); auto nMov = MoveCreatureWithCaution(pActor); switch (nMov.type) { case kHitWall: { SetQuake(pActor, 25); pActor->nCount = 60; pSprite->ang = (pSprite->ang + 256) & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -2); pSprite->yvel = bsin(pSprite->ang, -2); pActor->nAction = 1; pActor->nFrame = 0; nAction = 1; break; } case kHitSprite: { pActor->nAction = 3; pActor->nFrame = 0; auto pSprite2 = &nMov.actor->s(); if (pSprite2->statnum && pSprite2->statnum < 107) { short nAngle = pSprite->ang; runlist_DamageEnemy(nMov.actor, pActor, 15); int xVel = bcos(nAngle) * 15; int yVel = bsin(nAngle) * 15; if (pSprite2->statnum == 100) { auto nPlayer = GetPlayerFromActor(nMov.actor); PlayerList[nPlayer].nXDamage += (xVel << 4); PlayerList[nPlayer].nYDamage += (yVel << 4); pSprite2->zvel = -3584; } else { pSprite2->xvel += (xVel >> 3); pSprite2->yvel += (yVel >> 3); pSprite2->zvel = -2880; } } pActor->nCount >>= 2; return; } } } else { pActor->nAction = 1; pActor->nFrame = 0; pActor->nCount = 90; } return; } case 3: { if (bVal) { pActor->nAction = 2; } return; } case 4: { if (pTarget != nullptr) { if (PlotCourseToSprite(pActor, pTarget) < 768) { if (nFlag & 0x80) { runlist_DamageEnemy(pTarget, pActor, 15); } break; } } pActor->nAction = 1; break; } case 5: { if (bVal) { pActor->nAction = 1; pActor->nCount = 15; } return; } case 6: { if (bVal) { pActor->nAction = 7; pActor->nFrame = 0; runlist_ChangeChannel(pActor->nRun, 1); } return; } case 7: { pSprite->cstat &= 0xFEFE; return; } } // break-ed if (nAction > 0) { if ((pTarget != nullptr) && (!(pTarget->s().cstat & 0x101))) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 0; pActor->pTarget = nullptr; pSprite->xvel = 0; pSprite->yvel = 0; } } return; } void FuncRex(int nObject, int nMessage, int nDamage, int nRun) { AIRex ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } END_PS_NS