//------------------------------------------------------------------------- /* 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 "engine.h" #include "exhumed.h" #include "sequence.h" #include "sound.h" #include BEGIN_PS_NS static actionSeq ScorpSeq[] = { {0, 0}, {8, 0}, {29, 0}, {19, 0}, {45, 1}, {46, 1}, {47, 1}, {48, 1}, {50, 1}, {53, 1} }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void BuildScorp(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nChannel) { if (pActor == nullptr) { pActor = insertActor(pSector, 122); pActor->spr.pos = pos; } else { ChangeActorStat(pActor, 122); pActor->spr.pos.Z = pActor->sector()->floorz; nAngle = pActor->spr.Angles.Yaw; } pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->clipdist = 17.5; pActor->spr.shade = -12; pActor->spr.scale = DVector2(1.25, 1.25); pActor->spr.picnum = 1; pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.Angles.Yaw = nAngle; pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.extra = -1; pActor->spr.hitag = 0; // GrabTimeSlot(3); pActor->nHealth = 20000; pActor->nFrame = 0; pActor->nAction = 0; pActor->pTarget = nullptr; pActor->nCount = 0; pActor->nIndex2 = 1; pActor->nPhase = Counters[kCountScorp]++; pActor->nChannel = nChannel; pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x220000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x220000); pActor->nSeqFile = "scorp"; nCreaturesTotal++; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIScorp::Draw(RunListEvent* ev) { if (const auto pActor = ev->pObjActor) { const auto scorpSeq = &ScorpSeq[pActor->nAction]; seq_PlotSequence(ev->nParam, pActor->nSeqFile, scorpSeq->nSeqId, pActor->nFrame, scorpSeq->nFlags); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIScorp::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; ev->nDamage = runlist_CheckRadialDamage(pActor); if (ev->nDamage) Damage(ev); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIScorp::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; DExhumedActor* pTarget = nullptr; if (pActor->nHealth <= 0) { return; } pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pActor->nHealth = 0; pActor->nAction = 4; pActor->nFrame = 0; pActor->nCount = 10; pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; nCreaturesKilled++; return; } else { pTarget = ev->pOtherActor; if (pTarget) { if (pActor->spr.statnum == 100 || (pActor->spr.statnum < 199 && !RandomSize(5))) { pActor->pTarget = pTarget; } } if (!RandomSize(5)) { pActor->nAction = RandomSize(2) + 4; pActor->nFrame = 0; return; } if (RandomSize(2)) { return; } D3PlayFX(StaticSound[kSound41], pActor); Effect(ev, pTarget, 0); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIScorp::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; bool bVal = false; DExhumedActor* pTarget = nullptr; if (pActor->nHealth) { Gravity(pActor); } int nSeq = getSeqFromId(kSeqScorp, ScorpSeq[nAction].nSeqId); pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(pActor, nSeq, pActor->nFrame); pActor->nFrame++; if (pActor->nFrame >= getSeqFrameCount(nSeq)) { pActor->nFrame = 0; bVal = true; } int nFlag = getSeqFrameFlags(getSeqFrame(nSeq, pActor->nFrame)); pTarget = pActor->pTarget; switch (nAction) { default: return; case 0: { if (pActor->nCount > 0) { pActor->nCount--; return; } if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { if (pTarget == nullptr) { pTarget = FindPlayer(pActor, 500); if (pTarget) { D3PlayFX(StaticSound[kSound41], pActor); pActor->nFrame = 0; pActor->VelFromAngle(); pActor->nAction = 1; pActor->pTarget = pTarget; } } } return; } case 1: { pActor->nIndex2--; if (pActor->nIndex2 <= 0) { pActor->nIndex2 = RandomSize(5); Effect(ev, pTarget, 0); } else { auto nMov = MoveCreatureWithCaution(pActor); if (nMov.type == kHitSprite) { if (pTarget == nMov.actor()) { auto nAngDiff = absangle(pActor->spr.Angles.Yaw, (pTarget->spr.pos - pActor->spr.pos).Angle()); if (nAngDiff < DAngle22_5 / 2) { pActor->nAction = 2; pActor->nFrame = 0; } Effect(ev, pTarget, 2); } else { Effect(ev, pTarget, 0); } return; } else if (nMov.type == kHitWall) { Effect(ev, pTarget, 0); } else { Effect(ev, pTarget, 1); } } return; } case 2: { if (pTarget == nullptr) { pActor->nAction = 0; pActor->nCount = 5; } else { if (PlotCourseToSprite(pActor, pTarget) >= 48) { pActor->nAction = 1; } else if (nFlag & 0x80) { runlist_DamageEnemy(pTarget, pActor, 7); } } Effect(ev, pTarget, 2); return; } case 3: { if (bVal) { pActor->nIndex--; if (pActor->nIndex <= 0) { pActor->nAction = 1; pActor->VelFromAngle(); pActor->nFrame = 0; return; } } if (!(nFlag & 0x80)) { return; } auto nBulletSprite = BuildBullet(pActor, 16, INT_MAX, pActor->spr.Angles.Yaw, pTarget, 1); if (nBulletSprite) { PlotCourseToSprite(nBulletSprite, pTarget); } return; } case 4: case 5: case 6: case 7: { if (!bVal) { return; } if (pActor->nHealth > 0) { pActor->nAction = 1; pActor->nFrame = 0; pActor->nCount = 0; return; } pActor->nCount--; if (pActor->nCount <= 0) { pActor->nAction = 8; } else { pActor->nAction = RandomBit() + 6; } return; } case 8: { if (bVal) { pActor->nAction++; // set to 9 pActor->nFrame = 0; runlist_ChangeChannel(pActor->nChannel, 1); return; } auto pSpiderActor = BuildSpider(nullptr, pActor->spr.pos, pActor->sector(), pActor->spr.Angles.Yaw); if (pSpiderActor) { pSpiderActor->spr.Angles.Yaw = RandomAngle(); int nVel = RandomSize(5) + 1; pSpiderActor->vel.XY() = pSpiderActor->spr.Angles.Yaw.ToVector() * 4 * nVel; pSpiderActor->vel.Z = -(RandomSize(5) + 3); } return; } case 9: { pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; if (bVal) { runlist_SubRunRec(pActor->nRun); runlist_DoSubRunRec(pActor->spr.intowner); runlist_FreeRun(pActor->spr.lotag - 1); DeleteActor(pActor); } return; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; if (mode == 0) { PlotCourseToSprite(pActor, pTarget); pActor->spr.Angles.Yaw += mapangle(RandomSize(7) - 63); pActor->norm_ang(); pActor->VelFromAngle(); } if (mode <= 1) { if (pActor->nCount) { pActor->nCount--; } else { pActor->nCount = 45; if (cansee(pActor->spr.pos.plusZ(-GetActorHeight(pActor)), pActor->sector(), pTarget->spr.pos.plusZ(-GetActorHeight(pTarget)), pTarget->sector())) { pActor->vel.X = 0; pActor->vel.Y = 0; pActor->spr.Angles.Yaw = (pTarget->spr.pos - pActor->spr.pos).Angle(); pActor->nIndex = RandomSize(2) + RandomSize(3); if (!pActor->nIndex) { pActor->nCount = RandomSize(5); } else { pActor->nAction = 3; pActor->nFrame = 0; } } } } if (!nAction || pTarget == nullptr) { return; } if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 30; pActor->pTarget = nullptr; pActor->vel.X = 0; pActor->vel.Y = 0; } } END_PS_NS