//------------------------------------------------------------------------- /* 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 "exhumed.h" #include "aistuff.h" #include "engine.h" #include "sequence.h" #include "sound.h" #include BEGIN_PS_NS enum { kMaxAnubis = 80 }; struct Anubis { short nHealth; short nFrame; short nAction; short nSprite; short nTarget; short f; short g; short h; }; Anubis AnubisList[kMaxAnubis]; short AnubisCount = -1; static actionSeq AnubisSeq[] = { { 0, 0 }, { 8, 0 }, { 16, 0 }, { 24, 0 }, { 32, 0 }, { -1, 0 }, { 46, 1 }, { 46, 1 }, { 47, 1 }, { 49, 1 }, { 49, 1 }, { 40, 1 }, { 42, 1 }, { 41, 1 }, { 43, 1 }, }; short nAnubisDrum = 0; static SavegameHelper sghanubis("anubis", SA(AnubisList), SV(AnubisCount), SV(nAnubisDrum), nullptr); void InitAnubis() { AnubisCount = kMaxAnubis; nAnubisDrum = 1; } int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer) { AnubisCount--; short nAnubis = AnubisCount; if (nAnubis < 0) { return -1; } if (nSprite == -1) { nSprite = insertsprite(nSector, 101); } else { changespritestat(nSprite, 101); x = sprite[nSprite].x; y = sprite[nSprite].y; z = sector[sprite[nSprite].sectnum].floorz; nAngle = sprite[nSprite].ang; } assert(nSprite >=0 && nSprite < kMaxSprites); sprite[nSprite].x = x; sprite[nSprite].y = y; sprite[nSprite].z = z; sprite[nSprite].cstat = 0x101; sprite[nSprite].xoffset = 0; sprite[nSprite].shade = -12; sprite[nSprite].yoffset = 0; sprite[nSprite].picnum = 1; sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal; sprite[nSprite].clipdist = 60; sprite[nSprite].ang = nAngle; sprite[nSprite].xrepeat = 40; sprite[nSprite].yrepeat = 40; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].hitag = 0; sprite[nSprite].lotag = runlist_HeadRun() + 1; sprite[nSprite].extra = -1; // GrabTimeSlot(3); if (bIsDrummer) { AnubisList[nAnubis].nAction = nAnubisDrum + 6; nAnubisDrum++; if (nAnubisDrum >= 5) { nAnubisDrum = 0; } } else { AnubisList[nAnubis].nAction = 0; } AnubisList[nAnubis].nHealth = 540; AnubisList[nAnubis].nFrame = 0; AnubisList[nAnubis].nSprite = nSprite; AnubisList[nAnubis].nTarget = -1; AnubisList[nAnubis].g = 0; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nAnubis | 0x90000); runlist_AddRunRec(NewRun, nAnubis | 0x90000); nCreaturesTotal++; return nAnubis | 0x90000; } void FuncAnubis(int a, int nDamage, int nRun) { short nAnubis = RunData[nRun].nVal; assert(nAnubis >= 0 && nAnubis < kMaxAnubis); short nSprite = AnubisList[nAnubis].nSprite; short nAction = AnubisList[nAnubis].nAction; bool bVal = false; int nMessage = a & kMessageMask; switch (nMessage) { default: { DebugOut("unknown msg %d for Anubis\n", nMessage); return; } case 0x20000: { if (nAction < 11) { Gravity(nSprite); } short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a; seq_MoveSequence(nSprite, nSeq, AnubisList[nAnubis].nFrame); sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, AnubisList[nAnubis].nFrame); AnubisList[nAnubis].nFrame++; if (AnubisList[nAnubis].nFrame >= SeqSize[nSeq]) { AnubisList[nAnubis].nFrame = 0; bVal = true; } short nTarget = AnubisList[nAnubis].nTarget; short nFrame = SeqBase[nSeq] + AnubisList[nAnubis].nFrame; short nFlag = FrameFlag[nFrame]; int nMov = 0; if (nAction > 0 && nAction < 11) { nMov = MoveCreatureWithCaution(nSprite); } switch (nAction) { case 0: { if ((nAnubis & 0x1F) == (totalmoves & 0x1F)) { if (nTarget < 0) { nTarget = FindPlayer(nSprite, 100); } if (nTarget >= 0) { D3PlayFX(StaticSound[kSound8], nSprite); AnubisList[nAnubis].nAction = 1; AnubisList[nAnubis].nFrame = 0; AnubisList[nAnubis].nTarget = nTarget; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2; } } return; } case 1: { if ((nAnubis & 0x1F) == (totalmoves & 0x1F)) { PlotCourseToSprite(nSprite, nTarget); int nAngle = sprite[nSprite].ang & 0xFFF8; sprite[nSprite].xvel = Cos(nAngle) >> 2; sprite[nSprite].yvel = Sin(nAngle) >> 2; } switch (nMov & 0xC000) { case 0xC000: { if ((nMov & 0x3FFF) == nTarget) { int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y); int nAngDiff = AngleDiff(sprite[nSprite].ang, nAng); if (nAngDiff < 64) { AnubisList[nAnubis].nAction = 2; AnubisList[nAnubis].nFrame = 0; } break; } // else we fall through to 0x8000 fallthrough__; } case 0x8000: { sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2; break; } default: { if (AnubisList[nAnubis].g) { AnubisList[nAnubis].g--; } else { AnubisList[nAnubis].g = 60; if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity? { if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum, sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum)) { sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y); AnubisList[nAnubis].nAction = 3; AnubisList[nAnubis].nFrame = 0; } } } break; } } break; } case 2: { if (nTarget == -1) { AnubisList[nAnubis].nAction = 0; AnubisList[nAnubis].g = 50; } else { if (PlotCourseToSprite(nSprite, nTarget) >= 768) { AnubisList[nAnubis].nAction = 1; } else { if (nFlag & 0x80) { runlist_DamageEnemy(nTarget, nSprite, 7); } } } break; } case 3: { if (bVal) { AnubisList[nAnubis].nAction = 1; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2; AnubisList[nAnubis].nFrame = 0; } else { // loc_25718: if (nFlag & 0x80) { BuildBullet(nSprite, 8, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1); } } return; } case 4: case 5: { sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; if (bVal) { AnubisList[nAnubis].nAction = 1; AnubisList[nAnubis].nFrame = 0; } return; } case 6: case 7: case 8: case 9: case 10: { if (bVal) { AnubisList[nAnubis].nAction = (RandomSize(3) % 5) + 6; AnubisList[nAnubis].nFrame = 0; } return; } case 11: case 12: { if (bVal) { AnubisList[nAnubis].nAction = nAction + 2; AnubisList[nAnubis].nFrame = 0; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } return; } case 13: case 14: { sprite[nSprite].cstat &= 0xFEFE; return; } default: return; } // loc_2564C: if (nAction && nTarget != -1) { if (!(sprite[nTarget].cstat & 0x101)) { AnubisList[nAnubis].nAction = 0; AnubisList[nAnubis].nFrame = 0; AnubisList[nAnubis].g = 100; AnubisList[nAnubis].nTarget = -1; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } } return; } case 0x90000: { seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a, AnubisList[nAnubis].nFrame, AnubisSeq[nAction].b); break; } case 0xA0000: // fall through to next case { if (nAction >= 11) { return; } nDamage = runlist_CheckRadialDamage(nSprite); fallthrough__; } case 0x80000: { if (nDamage) { if (AnubisList[nAnubis].nHealth <= 0) return; AnubisList[nAnubis].nHealth -= nDamage; if (AnubisList[nAnubis].nHealth > 0) { short nTarget = a & 0xFFFF; // loc_258D6: if (nTarget < 0) { return; } if (sprite[nTarget].statnum == 100 || sprite[nTarget].statnum < 199) { if (!RandomSize(5)) { AnubisList[nAnubis].nTarget = nTarget; } } if (RandomSize(1)) { if (nAction >= 6 && nAction <= 10) { int nDrumSprite = insertsprite(sprite[nSprite].sectnum, kStatAnubisDrum); sprite[nDrumSprite].x = sprite[nSprite].x; sprite[nDrumSprite].y = sprite[nSprite].y; sprite[nDrumSprite].z = sector[sprite[nDrumSprite].sectnum].floorz; sprite[nDrumSprite].xrepeat = 40; sprite[nDrumSprite].yrepeat = 40; sprite[nDrumSprite].shade = -64; BuildObject(nDrumSprite, 2, 0); } AnubisList[nAnubis].nAction = 4; AnubisList[nAnubis].nFrame = 0; } else { // loc_259B5: D3PlayFX(StaticSound[kSound39], nSprite); } } else { // he ded. sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].z = sector[sprite[nSprite].sectnum].floorz; sprite[nSprite].cstat &= 0xFEFE; AnubisList[nAnubis].nHealth = 0; nCreaturesKilled++; if (nAction < 11) { DropMagic(nSprite); AnubisList[nAnubis].nAction = (nMessage == 0xA0000) + 11; AnubisList[nAnubis].nFrame = 0; } } } return; } } } END_PS_NS