//------------------------------------------------------------------------- /* 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 BEGIN_PS_NS static actionSeq SetSeq[] = { {0, 0}, {77, 1}, {78, 1}, {0, 0}, {9, 0}, {63, 0}, {45, 0}, {18, 0}, {27, 0}, {36, 0}, {72, 1}, {74, 1} }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void BuildSet(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nChannel) { if (pActor == nullptr) { pActor = insertActor(pSector, 120); pActor->spr.pos = pos; } else { ChangeActorStat(pActor, 120); pActor->spr.pos.Z = pActor->sector()->floorz; nAngle = pActor->spr.Angles.Yaw; } pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->spr.shade = -12; pActor->clipdist = 27.5; pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.scale = DVector2(1.359375, 1.5); pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.Angles.Yaw = nAngle; setvalidpic(pActor); pActor->spr.hitag = 0; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.extra = -1; // GrabTimeSlot(3); pActor->nAction = 1; pActor->nHealth = 8000; pActor->nFrame = 0; pActor->pTarget = nullptr; pActor->nCount = 90; pActor->nIndex = 0; pActor->nIndex2 = 0; pActor->nPhase = Counters[kCountSet]++; pActor->nChannel = nChannel; pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x190000); pActor->nSeqFile = "set"; // this isn't stored anywhere. runlist_AddRunRec(NewRun, pActor, 0x190000); Level.addKillCount(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void BuildSoul(DExhumedActor* pSet) { auto pActor = insertActor(pSet->sector(), 0); pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; pActor->spr.shade = -127; pActor->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); pActor->spr.pal = 0; pActor->clipdist = 1.25; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->nSeqFile = "set"; pActor->spr.setspritetexture(getSequence(pActor->nSeqFile, 75)->getFirstFrameTexture()); pActor->spr.Angles.Yaw = RandomAngle(); pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = -1 - RandomSize(10) / 256.; pActor->spr.pos = DVector3(pSet->spr.pos.XY(), RandomSize(8) + 32 + pActor->sector()->ceilingz - GetActorHeight(pActor)); //pActor->spr.hitag = nSet; pActor->pTarget = pSet; pActor->nPhase = Counters[kCountSoul]++; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.extra = 0; // GrabTimeSlot(3); pActor->spr.intowner = runlist_AddRunRec(NewRun, pActor, 0x230000); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AISoul::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; getSequence("set", 75)->frames[0].playSound(pActor); if (pActor->spr.scale.X < 0.5) { pActor->spr.scale.X += (REPEAT_SCALE); pActor->spr.scale.Y += (REPEAT_SCALE); } pActor->spr.extra += (pActor->nPhase & 0x0F) + 5; pActor->spr.extra &= kAngleMask; double nVel = mapangle(pActor->spr.extra).Cos(); auto vect = pActor->spr.Angles.Yaw.ToVector() * nVel * 8; auto coll = movesprite(pActor,vect, pActor->vel.Z, 0, CLIPMASK0); if (coll.exbits & 0x10000) { DExhumedActor* pSet = pActor->pTarget; if (!pSet) return; pActor->spr.cstat = 0; pActor->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); pActor->spr.pos = pSet->spr.pos.plusZ(-GetActorHeight(pSet) * 0.5); ChangeActorSect(pActor, pSet->sector()); return; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AISet::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; if (nAction == 5) { ev->nDamage = runlist_CheckRadialDamage(pActor); // fall through to case 0x80000 } Damage(ev); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AISet::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; if (ev->nDamage && pActor->nHealth > 0) { if (nAction != 1) { pActor->nHealth -= dmgAdjust(ev->nDamage); } if (pActor->nHealth <= 0) { pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; pActor->nHealth = 0; Level.addKill(-1); if (nAction < 10) { pActor->nFrame = 0; pActor->nAction = 10; } } else if (nAction == 1) { pActor->nAction = 2; pActor->nFrame = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AISet::Draw(RunListEvent* ev) { if (const auto pActor = ev->pObjActor) { const auto setSeq = &SetSeq[pActor->nAction]; seq_PlotSequence(ev->nParam, pActor->nSeqFile, setSeq->nSeqId, pActor->nFrame, setSeq->nFlags); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AISet::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; bool bVal = false; Gravity(pActor); const auto setSeq = getSequence(pActor->nSeqFile, SetSeq[nAction].nSeqId); const auto& seqFrame = setSeq->frames[pActor->nFrame]; pActor->spr.setspritetexture(seqFrame.getFirstChunkTexture()); seqFrame.playSound(pActor); if (nAction == 3) { if (pActor->nIndex2) { pActor->nFrame++; } } pActor->nFrame++; if (pActor->nFrame >= setSeq->frames.Size()) { pActor->nFrame = 0; bVal = true; } DExhumedActor* pTarget = pActor->pTarget; if (pTarget && nAction < 10) { if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) { pActor->pTarget = nullptr; pActor->nAction = 0; pActor->nFrame = 0; pTarget = nullptr; } } auto nMov = MoveCreature(pActor); auto sect = pActor->sector(); pushmove(pActor->spr.pos, §, pActor->clipdist, 20, -20, CLIPMASK0); pActor->setsector(sect); if (pActor->vel.Z > 4000/256.) { if (nMov.exbits & kHitAux2) { SetQuake(pActor, 100); } } switch (nAction) { default: return; case 0: { if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { if (pTarget == nullptr) { pTarget = FindPlayer(pActor, 1000); } if (pTarget) { pActor->nAction = 3; pActor->nFrame = 0; pActor->pTarget = pTarget; pActor->VelFromAngle(-1); } } return; } case 1: { if (FindPlayer(pActor, 1000)) { pActor->nCount--; if (pActor->nCount <= 0) { pActor->nAction = 2; pActor->nFrame = 0; } } return; } case 2: { if (bVal) { pActor->nAction = 7; pActor->nIndex = 0; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; pActor->pTarget = FindPlayer(pActor, 1000); } return; } case 3: { if (pTarget != nullptr) { if ((seqFrame.flags & 0x10) && (nMov.exbits & kHitAux2)) { SetQuake(pActor, 100); } double nCourse = PlotCourseToSprite(pActor, pTarget); if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { int nRand = RandomSize(3); switch (nRand) { case 0: case 2: { pActor->nIndex = 0; pActor->nAction = 7; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; return; } case 1: { PlotCourseToSprite(pActor, pTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pActor->vel.X = 0; pActor->vel.Y = 0; return; } default: { if (nCourse <= 100/16.) { pActor->nIndex2 = 0; } else { pActor->nIndex2 = 1; } break; } } } // loc_338E2 pActor->vel.XY() = pActor->spr.Angles.Yaw.ToVector() * 512; if (pActor->nIndex2) { pActor->vel.X *= 2; pActor->vel.Y *= 2; } if (nMov.type == kHitWall) { auto pSector = nMov.hitWall->nextSector(); if (pSector) { if ((pActor->spr.pos.Z - pSector->floorz) < (55000/256.)) { if (pActor->spr.pos.Z > pSector->ceilingz) { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; return; } } } pActor->spr.Angles.Yaw += DAngle45; pActor->VelFromAngle(-1); break; } else 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 = 4; pActor->nFrame = 0; } break; } else { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; return; } } break; } else { pActor->nAction = 0; pActor->nFrame = 0; return; } } case 4: { if (pTarget == nullptr) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 50; } else { if (PlotCourseToSprite(pActor, pTarget) >= 48) { pActor->nAction = 3; pActor->nFrame = 0; } else if (seqFrame.flags & 0x80) { runlist_DamageEnemy(pTarget, pActor, 5); } } break; } case 5: { if (bVal) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 15; } return; } case 6: { if (seqFrame.flags & 0x80) { auto pBullet = BuildBullet(pActor, 11, INT_MAX, pActor->spr.Angles.Yaw, pTarget, 1); if (pBullet) SetBulletEnemy(pBullet->nPhase, pTarget); pActor->nRun--; if (pActor->nRun <= 0 || !RandomBit()) { pActor->nAction = 0; pActor->nFrame = 0; } } return; } case 7: { if (bVal) { if (pActor->nIndex) { pActor->vel.Z = -10000 / 256.; } else { pActor->vel.Z = -(PlotCourseToSprite(pActor, pTarget)) / 16.; } pActor->nAction = 8; pActor->nFrame = 0; pActor->VelFromAngle(); } return; } case 8: { if (bVal) { pActor->nFrame = setSeq->frames.Size() - 1; } if (nMov.exbits & kHitAux2) { SetQuake(pActor, 200); pActor->nAction = 9; pActor->nFrame = 0; } return; } case 9: { pActor->vel.X *= 0.5; pActor->vel.Y *= 0.5; if (bVal) { pActor->vel.X = 0; pActor->vel.Y = 0; PlotCourseToSprite(pActor, pTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pActor->vel.X = 0; pActor->vel.Y = 0; } return; } case 10: { if (seqFrame.flags & 0x80) { pActor->spr.pos.Z -= GetActorHeight(pActor); BuildCreatureChunk(pActor, getSequence("set", 76)->getFirstFrameTexture()); pActor->spr.pos.Z += GetActorHeight(pActor); } if (bVal) { pActor->nAction = 11; pActor->nFrame = 0; runlist_ChangeChannel(pActor->nChannel, 1); for (int i = 0; i < 20; i++) { BuildSoul(pActor); } } return; } case 11: { pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; return; } } // loc_33AE3: ? if (nAction) { if (pTarget) { if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 100; pActor->pTarget = nullptr; pActor->vel.X = 0; pActor->vel.Y = 0; } } } return; } END_PS_NS