//------------------------------------------------------------------------- /* 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 WaspSeq[] = { {0, 0}, {0, 0}, {9, 0}, {18, 0}, {27, 1}, {28, 1}, {29, 1} }; void SetWaspVel(spritetype* pSprite) { pSprite->xvel = bcos(pSprite->ang); pSprite->yvel = bsin(pSprite->ang); } DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, bool bEggWasp) { spritetype* pSprite; if (pActor == nullptr) { pActor = insertActor(pSector, 107); pSprite = &pActor->s(); pSprite->x = x; pSprite->y = y; pSprite->z = z; } else { pSprite = &pActor->s(); nAngle = pSprite->ang; ChangeActorStat(pActor, 107); } pSprite->shade = -12; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->pal = pSprite->sector()->ceilingpal; pSprite->clipdist = 70; if (bEggWasp) { pSprite->xrepeat = 20; pSprite->yrepeat = 20; } else { pSprite->xrepeat = 50; pSprite->yrepeat = 50; } pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->picnum = 1; pSprite->ang = nAngle; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->hitag = 0; pSprite->lotag = runlist_HeadRun() + 1; pSprite->extra = -1; // GrabTimeSlot(3); pActor->nAction = 0; pActor->nFrame = 0; pActor->pTarget = nullptr; pActor->nHealth = 800; pActor->nDamage = 10; pActor->nPhase = Counters[kCountWasp]++; if (bEggWasp) { pActor->nCount = 60; pActor->nDamage /= 2; } else { pActor->nCount = RandomSize(5); } pActor->nAngle = 0; pActor->nVel = 0; pActor->nAngle2 = RandomSize(7) + 127; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x1E0000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x1E0000); nCreaturesTotal++; return pActor; } void AIWasp::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, pActor->nFrame, WaspSeq[nAction].b); return; } void AIWasp::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); if (!(pSprite->cstat & CSTAT_SPRITE_BLOCK_ALL)) return; ev->nDamage = runlist_CheckRadialDamage(pActor); Damage(ev); } void AIWasp::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); if (!ev->nDamage) { return; } if (pActor->nHealth > 0) { pActor->nHealth -= dmgAdjust(ev->nDamage, 3); if (pActor->nHealth > 0) { if (!RandomSize(4)) { pActor->nAction = 3; pActor->nFrame = 0; } pActor->nAction = 1; pSprite->ang += RandomSize(9) + 768; pSprite->ang &= kAngleMask; pActor->nVel = 3000; pSprite->zvel = (-20) - RandomSize(6); } else { // Wasp is dead pActor->nAction = 4; pActor->nFrame = 0; pSprite->cstat = 0; pSprite->ang = (pSprite->ang + 1024) & kAngleMask; SetWaspVel(pSprite); pSprite->zvel = 512; nCreaturesKilled++; } } return; } void AIWasp::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); int nAction = pActor->nAction; DExhumedActor* pTarget = nullptr; bool bVal = false; int nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(pActor, nSeq, pActor->nFrame); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; bVal = true; } if (pActor->nHealth > 0) { pTarget = pActor->pTarget; if (pTarget && (!(pTarget->s().cstat & CSTAT_SPRITE_BLOCK_ALL) || (pTarget->s().sector()->Flag & kSectUnderwater))) { // goto pink pActor->pTarget = nullptr; pActor->nAction = 0; pActor->nCount = RandomSize(6); return; } } switch (nAction) { default: return; case 0: { pSprite->zvel = bsin(pActor->nAngle, -4); pActor->nAngle += pActor->nAngle2; pActor->nAngle &= kAngleMask; MoveCreature(pActor); if (pTarget) { pActor->nCount--; if (pActor->nCount > 0) { PlotCourseToSprite(pActor, pTarget); } else { pSprite->zvel = 0; pActor->nAction = 1; pActor->nFrame = 0; pActor->nVel = 1500; pActor->nCount = RandomSize(5) + 60; } } else { if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { pActor->pTarget = FindPlayer(pActor, 60); } } return; } case 1: { pActor->nCount--; if (pActor->nCount <= 0) { pActor->nAction = 0; pActor->nCount = RandomSize(6); return; } auto nChaseVal = AngleChase(pActor, pTarget, pActor->nVel, 0, 16); switch (nChaseVal.type) { default: return; case kHitWall: { return; } case kHitSprite: { if (nChaseVal.actor() == pTarget) { pSprite->xvel = 0; pSprite->yvel = 0; runlist_DamageEnemy(pTarget, pActor, pActor->nDamage); pActor->nAction = 2; pActor->nFrame = 0; } return; } } return; } case 2: case 3: { if (bVal) { pSprite->ang += RandomSize(9) + 768; pSprite->ang &= kAngleMask; pSprite->zvel = (-20) - RandomSize(6); pActor->nAction = 1; pActor->nVel = 3000; } return; } case 4: { auto nMove = MoveCreature(pActor); //if (nMove.type != kHitNone) // The code messed up the return value so this check always was true. { pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 1024; pActor->nAction = 5; pActor->nFrame = 0; } return; } case 5: { auto pSector =pSprite->sector(); pSprite->z += pSprite->zvel; if (pSprite->z >= pSector->floorz) { if (pSector->pBelow != nullptr) { BuildSplash(pActor, pSector); pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; } pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pActor->nAction = 6; pActor->nFrame = 0; runlist_SubRunRec(pActor->nRun); } return; } } } END_PS_NS