//------------------------------------------------------------------------- /* 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 LionSeq[] = { {54, 1}, {18, 0}, {0, 0}, {10, 0}, {44, 0}, {18, 0}, {26, 0}, {34, 0}, {8, 1}, {9, 1}, {52, 1}, {53, 1} }; void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle) { spritetype* pSprite; if (pActor == nullptr) { pActor = insertActor(pSector, 104); pSprite = &pActor->s(); } else { ChangeActorStat(pActor, 104); pSprite = &pActor->s(); x = pSprite->x; y = pSprite->y; z = pSprite->sector()->floorz; nAngle = pSprite->ang; } pSprite->x = x; pSprite->y = y; pSprite->z = z; pSprite->cstat = 0x101; pSprite->clipdist = 60; pSprite->shade = -12; pSprite->xrepeat = 40; pSprite->yrepeat = 40; pSprite->picnum = 1; pSprite->pal = pSprite->sector()->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->hitag = 0; pSprite->extra = -1; // GrabTimeSlot(3); pActor->nAction = 0; pActor->nHealth = 500; pActor->nFrame = 0; pActor->pTarget = nullptr; pActor->nCount = 0; pActor->nPhase = Counters[kCountLion]++; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x130000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x130000); nCreaturesTotal++; } void AILion::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, pActor->nFrame, LionSeq[nAction].b); } void AILion::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; ev->nDamage = runlist_CheckRadialDamage(pActor); Damage(ev); } void AILion::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); int nAction = pActor->nAction; if (ev->nDamage && pActor->nHealth > 0) { pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { // R.I.P. pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = 0; pSprite->cstat &= 0xFEFE; pActor->nHealth = 0; nCreaturesKilled++; if (nAction < 10) { DropMagic(pActor); if (ev->isRadialEvent()) { pActor->nAction = 11; } else { pActor->nAction = 10; } pActor->nFrame = 0; return; } } else { auto pTarget = ev->pOtherActor; if (pTarget) { if (pTarget->s().statnum < 199) { pActor->pTarget = pTarget; } if (nAction != 6) { if (RandomSize(8) <= (pActor->nHealth >> 2)) { pActor->nAction = 4; pSprite->xvel = 0; pSprite->yvel = 0; } else if (RandomSize(1)) { PlotCourseToSprite(pActor, pTarget); pActor->nAction = 5; pActor->nCount = RandomSize(3); pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code } else { pActor->nAction = 8; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->cstat &= 0xFEFE; } pActor->nFrame = 0; } } } } } void AILion::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); int nAction = pActor->nAction; bool bVal = false; if (nAction != 7) { Gravity(pActor); } int nSeq = SeqOffsets[kSeqLion] + LionSeq[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; } int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame]; auto pTarget = pActor->pTarget; auto nMov = MoveCreatureWithCaution(pActor); switch (nAction) { default: return; case 0: case 1: { if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { if (pTarget == nullptr) { pTarget = FindPlayer(pActor, 40); if (pTarget) { D3PlayFX(StaticSound[kSound24], pActor); pActor->nAction = 2; pActor->nFrame = 0; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); pActor->pTarget = pTarget; return; } } } if (nAction && !easy()) { pActor->nCount--; if (pActor->nCount <= 0) { if (RandomBit()) { pSprite->ang = RandomWord() & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); } else { pSprite->xvel = 0; pSprite->yvel = 0; } pActor->nCount = 100; } } return; } case 2: { if ((totalmoves & 0x1F) == (pActor->nPhase & 0x1F)) { PlotCourseToSprite(pActor, pTarget); int nAng = pSprite->ang & 0xFFF8; if (pSprite->cstat & 0x8000) { pSprite->xvel = bcos(nAng, 1); pSprite->yvel = bsin(nAng, 1); } else { pSprite->xvel = bcos(nAng, -1); pSprite->yvel = bsin(nAng, -1); } } if (nMov.type == kHitWall) { // loc_378FA: pSprite->ang = (pSprite->ang + 256) & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); break; } else if (nMov.type == kHitSprite) { if (nMov.actor() == pTarget) { if (pSprite->cstat & 0x8000) { pActor->nAction = 9; pSprite->cstat &= 0x7FFF; pSprite->xvel = 0; pSprite->yvel = 0; } else { int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y); if (AngleDiff(pSprite->ang, nAng) < 64) { pActor->nAction = 3; } } pActor->nFrame = 0; break; } else { // loc_378FA: pSprite->ang = (pSprite->ang + 256) & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); break; } } break; } case 3: { if (pTarget == nullptr) { pActor->nAction = 1; pActor->nCount = 50; } else { if (PlotCourseToSprite(pActor, pTarget) >= 768) { pActor->nAction = 2; } else if (nFlag & 0x80) { runlist_DamageEnemy(pTarget, pActor, 10); } } break; } case 4: { if (bVal) { pActor->nAction = 2; pActor->nFrame = 0; } if (nMov.exbits & kHitAux2) { pSprite->xvel >>= 1; pSprite->yvel >>= 1; } return; } case 5: // Jump away when damaged { pActor->nCount--; if (pActor->nCount <= 0) { pSprite->zvel = -4000; pActor->nCount = 0; int x = pSprite->x; int y = pSprite->y; int z = pSprite->z - (GetActorHeight(pActor) >> 1); int nCheckDist = 0x7FFFFFFF; int nAngle = pSprite->ang; int nScanAngle = (pSprite->ang - 512) & kAngleMask; for (int i = 0; i < 5; i++) { HitInfo hit{}; hitscan({ x, y, z }, pSprite->sector(), { bcos(nScanAngle), bsin(nScanAngle), 0 }, hit, CLIPMASK1); if (hit.hitWall) { int theX = abs(hit.hitpos.x - x); int theY = abs(hit.hitpos.y - y); if ((theX + theY) < nCheckDist) { nCheckDist = theX; nAngle = nScanAngle; } } nScanAngle += 256; nScanAngle &= kAngleMask; } pSprite->ang = nAngle; pActor->nAction = 6; pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3); pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3); D3PlayFX(StaticSound[kSound24], pActor); } return; } case 6: { if (nMov.exbits) { pActor->nAction = 2; pActor->nFrame = 0; return; } if (nMov.type == kHitWall) { pActor->nAction = 7; pSprite->ang = (GetWallNormal(nMov.hitWall) + 1024) & kAngleMask; pActor->nCount = RandomSize(4); return; } else if (nMov.type == kHitSprite) { if (nMov.actor() == pTarget) { int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y); if (AngleDiff(pSprite->ang, nAng) < 64) { pActor->nAction = 3; pActor->nFrame = 0; } } else { // loc_378FA: pSprite->ang = (pSprite->ang + 256) & kAngleMask; pSprite->xvel = bcos(pSprite->ang, -1); pSprite->yvel = bsin(pSprite->ang, -1); break; } } return; } case 7: { pActor->nCount--; if (pActor->nCount <= 0) { pActor->nCount = 0; if (pTarget) { PlotCourseToSprite(pActor, pTarget); } else { pSprite->ang = (RandomSize(9) + (pSprite->ang + 768)) & kAngleMask; } pSprite->zvel = -1000; pActor->nAction = 6; pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3); pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3); D3PlayFX(StaticSound[kSound24], pActor); } return; } case 8: { if (bVal) { pActor->nAction = 2; pActor->nFrame = 0; pSprite->cstat |= 0x8000; } return; } case 9: { if (bVal) { pActor->nFrame = 0; pActor->nAction = 2; pSprite->cstat |= 0x101; } return; } case 10: case 11: { if (bVal) { runlist_SubRunRec(pSprite->owner); runlist_SubRunRec(pActor->nRun); pSprite->cstat = 0x8000; } return; } } // loc_379AD: ? if (nAction != 1 && pTarget != nullptr) { if (!(pTarget->s().cstat & 0x101)) { pActor->nAction = 1; pActor->nFrame = 0; pActor->nCount = 100; pActor->pTarget = nullptr; pSprite->xvel = 0; pSprite->yvel = 0; } } } END_PS_NS