//------------------------------------------------------------------------- /* 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} }; struct Set { short nHealth; short nFrame; short nAction; short nSprite; short nTarget; short nCount; short nIndex; short nIndex2; short nRun; short nChannel; }; TArray SetList; FSerializer& Serialize(FSerializer& arc, const char* keyname, Set& w, Set* def) { if (arc.BeginObject(keyname)) { arc("health", w.nHealth) ("frame", w.nFrame) ("action", w.nAction) ("sprite", w.nSprite) ("target", w.nTarget) ("count", w.nCount) ("index", w.nIndex) ("index2", w.nIndex2) ("run", w.nRun) ("channel", w.nChannel) .EndObject(); } return arc; } void SerializeSet(FSerializer& arc) { arc("set", SetList); } void InitSets() { SetList.Clear(); } void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel) { auto nSet = SetList.Reserve(1); auto pActor = &SetList[nSet]; auto pSprite = &sprite[nSprite]; if (nSprite == -1) { nSprite = insertsprite(nSector, 120); pSprite = &sprite[nSprite]; } else { changespritestat(nSprite, 120); x = pSprite->x; y = pSprite->y; z = sector[pSprite->sectnum].floorz; nAngle = pSprite->ang; } assert(nSprite >= 0 && nSprite < kMaxSprites); pSprite->x = x; pSprite->y = y; pSprite->z = z; pSprite->cstat = 0x101; pSprite->shade = -12; pSprite->clipdist = 110; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->xrepeat = 87; pSprite->yrepeat = 96; pSprite->pal = sector[pSprite->sectnum].ceilingpal; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->ang = nAngle; pSprite->picnum = 1; pSprite->hitag = 0; pSprite->lotag = runlist_HeadRun() + 1; pSprite->extra = -1; // GrabTimeSlot(3); pActor->nAction = 1; pActor->nHealth = 8000; pActor->nSprite = nSprite; pActor->nFrame = 0; pActor->nTarget = -1; pActor->nCount = 90; pActor->nIndex = 0; pActor->nIndex2 = 0; pActor->nChannel = nChannel; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nSet, 0x190000); // this isn't stored anywhere. runlist_AddRunRec(NewRun, nSet, 0x190000); nCreaturesTotal++; } void BuildSoul(int nSet) { auto pActor = &SetList[nSet]; int nSetSprite = pActor->nSprite; auto pSetSprite = &sprite[nSetSprite]; int nSprite = insertsprite(pSetSprite->sectnum, 0); auto pSprite = &sprite[nSprite]; assert(nSprite >= 0 && nSprite < kMaxSprites); pSprite->cstat = 0x8000; pSprite->shade = -127; pSprite->xrepeat = 1; pSprite->yrepeat = 1; pSprite->pal = 0; pSprite->clipdist = 5; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->picnum = seq_GetSeqPicnum(kSeqSet, 75, 0); pSprite->ang = RandomSize(11); pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = (-256) - RandomSize(10); pSprite->x = pSetSprite->x; pSprite->y = pSetSprite->y; short nSector = pSprite->sectnum; pSprite->z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetSpriteHeight(nSprite); pSprite->hitag = nSet; pSprite->lotag = runlist_HeadRun() + 1; pSprite->extra = 0; // GrabTimeSlot(3); pSprite->owner = runlist_AddRunRec(NewRun, nSprite, 0x230000); } void AISoul::Tick(RunListEvent* ev) { short nSprite = RunData[ev->nRun].nObjIndex; auto pSprite = &sprite[nSprite]; seq_MoveSequence(nSprite, SeqOffsets[kSeqSet] + 75, 0); if (pSprite->xrepeat < 32) { pSprite->xrepeat++; pSprite->yrepeat++; } pSprite->extra += (nSprite & 0x0F) + 5; pSprite->extra &= kAngleMask; int nVel = bcos(pSprite->extra, -7); if (movesprite(nSprite, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0) & 0x10000) { int nSet = pSprite->hitag; auto pActor = &SetList[nSet]; int nSetSprite = pActor->nSprite; auto pSetSprite = &sprite[nSetSprite]; pSprite->cstat = 0; pSprite->yrepeat = 1; pSprite->xrepeat = 1; pSprite->x = pSetSprite->x; pSprite->y = pSetSprite->y; pSprite->z = pSetSprite->z - (GetSpriteHeight(nSetSprite) >> 1); mychangespritesect(nSprite, pSetSprite->sectnum); return; } } void FuncSoul(int nObject, int nMessage, int nDamage, int nRun) { AISoul ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } void AISet::RadialDamage(RunListEvent* ev) { short nSet = RunData[ev->nRun].nObjIndex; assert(nSet >= 0 && nSet < (int)SetList.Size()); auto pActor = &SetList[nSet]; short nSprite = pActor->nSprite; short nAction = pActor->nAction; if (nAction == 5) { ev->nDamage = runlist_CheckRadialDamage(nSprite); // fall through to case 0x80000 } Damage(ev); } void AISet::Damage(RunListEvent* ev) { short nSet = RunData[ev->nRun].nObjIndex; assert(nSet >= 0 && nSet < (int)SetList.Size()); auto pActor = &SetList[nSet]; short nSprite = pActor->nSprite; short nAction = pActor->nAction; auto pSprite = &sprite[nSprite]; if (ev->nDamage && pActor->nHealth > 0) { if (nAction != 1) { 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 < 10) { pActor->nFrame = 0; pActor->nAction = 10; } } else if (nAction == 1) { pActor->nAction = 2; pActor->nFrame = 0; } } } void AISet::Draw(RunListEvent* ev) { short nSet = RunData[ev->nRun].nObjIndex; assert(nSet >= 0 && nSet < (int)SetList.Size()); auto pActor = &SetList[nSet]; short nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqSet] + SetSeq[nAction].a, pActor->nFrame, SetSeq[nAction].b); return; } void AISet::Tick(RunListEvent* ev) { short nSet = RunData[ev->nRun].nObjIndex; assert(nSet >= 0 && nSet < (int)SetList.Size()); auto pActor = &SetList[nSet]; short nSprite = pActor->nSprite; short nAction = pActor->nAction; auto pSprite = &sprite[nSprite]; bool bVal = false; Gravity(nSprite); short nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(nSprite, nSeq, pActor->nFrame); if (nAction == 3) { if (pActor->nIndex2) { pActor->nFrame++; } } pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; bVal = true; } short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame]; short nTarget = pActor->nTarget; if (nTarget > -1 && nAction < 10) { if (!(sprite[nTarget].cstat & 0x101)) { pActor->nTarget = -1; pActor->nAction = 0; pActor->nFrame = 0; nTarget = -1; } } int nMov = MoveCreature(nSprite); pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &pSprite->sectnum, pSprite->clipdist << 2, 5120, -5120, CLIPMASK0); if (pSprite->zvel > 4000) { if (nMov & 0x20000) { SetQuake(nSprite, 100); } } switch (nAction) { default: return; case 0: { if ((nSet & 0x1F) == (totalmoves & 0x1F)) { if (nTarget < 0) { nTarget = FindPlayer(nSprite, 1000); } if (nTarget >= 0) { pActor->nAction = 3; pActor->nFrame = 0; pActor->nTarget = nTarget; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); } } return; } case 1: { if (FindPlayer(nSprite, 1000) >= 0) { 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; pSprite->xvel = 0; pSprite->yvel = 0; pActor->nTarget = FindPlayer(nSprite, 1000); } return; } case 3: { if (nTarget != -1) { if ((nFlag & 0x10) && (nMov & 0x20000)) { SetQuake(nSprite, 100); } int nCourse = PlotCourseToSprite(nSprite, nTarget); if ((nSet & 0x1F) == (totalmoves & 0x1F)) { int nRand = RandomSize(3); switch (nRand) { case 0: case 2: { pActor->nIndex = 0; pActor->nAction = 7; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; return; } case 1: { PlotCourseToSprite(nSprite, nTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pSprite->xvel = 0; pSprite->yvel = 0; return; } default: { if (nCourse <= 100) { pActor->nIndex2 = 0; } else { pActor->nIndex2 = 1; } break; } } } // loc_338E2 int nAngle = pSprite->ang & 0xFFF8; pSprite->xvel = bcos(nAngle, -1); pSprite->yvel = bsin(nAngle, -1); if (pActor->nIndex2) { pSprite->xvel *= 2; pSprite->yvel *= 2; } if ((nMov & 0xC000) == 0x8000) { short nWall = nMov & 0x3FFF; short nSector = wall[nWall].nextsector; if (nSector >= 0) { if ((pSprite->z - sector[nSector].floorz) < 55000) { if (pSprite->z > sector[nSector].ceilingz) { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; return; } } } 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 (nTarget == (nMov & 0x3FFF)) { int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y); if (AngleDiff(pSprite->ang, nAng) < 64) { pActor->nAction = 4; pActor->nFrame = 0; } break; } else { pActor->nIndex = 1; pActor->nAction = 7; pActor->nFrame = 0; pSprite->xvel = 0; pSprite->yvel = 0; return; } } break; } else { pActor->nAction = 0; pActor->nFrame = 0; return; } } case 4: { if (nTarget == -1) { pActor->nAction = 0; pActor->nCount = 50; } else { if (PlotCourseToSprite(nSprite, nTarget) >= 768) { pActor->nAction = 3; } else if (nFlag & 0x80) { runlist_DamageEnemy(nTarget, nSprite, 5); } } break; } case 5: { if (bVal) { pActor->nAction = 0; pActor->nCount = 15; } return; } case 6: { if (nFlag & 0x80) { // low 16 bits of returned var contains the sprite index, the high 16 the bullet number int nBullet = BuildBullet(nSprite, 11, 0, 0, -1, pSprite->ang, nTarget + 10000, 1); SetBulletEnemy(nBullet >> 16, nTarget); // isolate the bullet number (shift off the sprite index) pActor->nRun--; if (pActor->nRun <= 0 || !RandomBit()) { pActor->nAction = 0; pActor->nFrame = 0; } } return; } case 7: { if (bVal) { if (pActor->nIndex) { pSprite->zvel = -10000; } else { pSprite->zvel = -(PlotCourseToSprite(nSprite, nTarget)); } pActor->nAction = 8; pActor->nFrame = 0; pSprite->xvel = bcos(pSprite->ang); pSprite->yvel = bsin(pSprite->ang); } return; } case 8: { if (bVal) { pActor->nFrame = SeqSize[nSeq] - 1; } if (nMov & 0x20000) { SetQuake(nSprite, 200); pActor->nAction = 9; pActor->nFrame = 0; } return; } case 9: { pSprite->xvel >>= 1; pSprite->yvel >>= 1; if (bVal) { pSprite->xvel = 0; pSprite->yvel = 0; PlotCourseToSprite(nSprite, nTarget); pActor->nAction = 6; pActor->nFrame = 0; pActor->nRun = 5; pSprite->xvel = 0; pSprite->yvel = 0; } return; } case 10: { if (nFlag & 0x80) { pSprite->z -= GetSpriteHeight(nSprite); BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSet, 76, 0)); pSprite->z += GetSpriteHeight(nSprite); } if (bVal) { pActor->nAction = 11; pActor->nFrame = 0; runlist_ChangeChannel(pActor->nChannel, 1); for (int i = 0; i < 20; i++) { BuildSoul(nSet); } } return; } case 11: { pSprite->cstat &= 0xFEFE; return; } } // loc_33AE3: ? if (nAction) { if (nTarget != -1) { if (!(sprite[nTarget].cstat & 0x101)) { pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = 100; pActor->nTarget = -1; pSprite->xvel = 0; pSprite->yvel = 0; } } } return; } void FuncSet(int nObject, int nMessage, int nDamage, int nRun) { AISet ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } END_PS_NS