//------------------------------------------------------------------------- /* 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 "sequence.h" #include "sound.h" #include "exhumed.h" #include #include "engine.h" BEGIN_PS_NS static actionSeq MummySeq[] = { {8, 0}, {0, 0}, {16, 0}, {24, 0}, {32, 1}, {40, 1}, {48, 1}, {50, 0} }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void BuildMummy(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle) { if (pActor == nullptr) { pActor = insertActor(pSector, 102); pActor->spr.pos = pos; } else { nAngle = pActor->spr.angle; ChangeActorStat(pActor, 102); } pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->spr.shade = -12; pActor->set_const_clipdist(32); pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.xrepeat = 42; pActor->spr.yrepeat = 42; pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.angle = nAngle; pActor->spr.picnum = 1; pActor->spr.hitag = 0; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.extra = -1; // GrabTimeSlot(3); pActor->nAction = 0; pActor->nHealth = 640; pActor->nFrame = 0; pActor->pTarget = nullptr; pActor->nCount = 0; pActor->nPhase = Counters[kCountMummy]++; pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0xE0000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0xE0000); nCreaturesTotal++; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void CheckMummyRevive(DExhumedActor* pActor) { ExhumedStatIterator it(102); while (auto pOther = it.Next()) { if (pOther != pActor) { if (pOther->nAction != 5) { continue; } double x = abs(pOther->spr.pos.X - pActor->spr.pos.X); double y = abs(pOther->spr.pos.Y - pActor->spr.pos.Y); if (x <= 320 && y <= 320) { if (cansee(pActor->spr.pos.plusZ(-32), pActor->sector(), pOther->spr.pos.plusZ(-32), pOther->sector())) { pOther->spr.cstat = 0; pOther->nAction = 6; pOther->nFrame = 0; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIMummy::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; DExhumedActor* targ = pActor->pTarget; auto pTarget = UpdateEnemy(&targ); pActor->pTarget = targ; int nAction = pActor->nAction; Gravity(pActor); int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a; pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); int nFrame = SeqBase[nSeq] + pActor->nFrame; int nFrameFlag = FrameFlag[nFrame]; seq_MoveSequence(pActor, nSeq, pActor->nFrame); bool bVal = false; pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; bVal = true; } if (pTarget != nullptr && nAction < 4) { if ((!pTarget->spr.cstat) && nAction) { pActor->nAction = 0; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; } } auto nMov = MoveCreatureWithCaution(pActor); if (nAction > 7) return; switch (nAction) { case 0: { if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; if (pTarget == nullptr) { pTarget = FindPlayer(pActor, 100); if (pTarget != nullptr) { D3PlayFX(StaticSound[kSound7], pActor); pActor->nFrame = 0; pActor->pTarget = pTarget; pActor->nAction = 1; pActor->nCount = 90; pActor->VelFromAngle(-2); } } } return; } case 1: { if (pActor->nCount > 0) { pActor->nCount--; } if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F)) { pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; PlotCourseToSprite(pActor, pTarget); if (pActor->nAction == 1) { if (RandomBit() && pTarget) { if (cansee(pActor->spr.pos.plusZ(-GetActorHeight(pActor)), pActor->sector(), pTarget->spr.pos.plusZ(-GetActorHeight(pTarget)), pTarget->sector())) { pActor->nAction = 3; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; return; } } } } // loc_2B5A8 if (!pActor->nFrame) { pActor->VelFromAngle(-1); } if (pActor->vel.X != 0 || pActor->vel.Y != 0) { if (pActor->vel.X > 0) { pActor->vel.X -= 64; if (pActor->vel.X < 0) { pActor->vel.X = 0; } } else if (pActor->vel.X < 0) { pActor->vel.X += 64; if (pActor->vel.X > 0) { pActor->vel.X = 0; } } if (pActor->vel.Y > 0) { pActor->vel.Y -= 64; if (pActor->vel.Y < 0) { pActor->vel.Y = 0; } } else if (pActor->vel.Y < 0) { pActor->vel.Y += 64; if (pActor->vel.Y > 0) { pActor->vel.Y = 0; } } } switch (nMov.type) { case kHitWall: { pActor->spr.angle += DAngle180 + mapangle(RandomWord() & 0x3FF); pActor->VelFromAngle(-2); return; } case kHitSprite: { if (nMov.actor() == pTarget) { auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos)); if (nAngDiff < DAngle22_5 / 2) { pActor->nAction = 2; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; } } return; } } break; } case 2: { if (pTarget == nullptr) { pActor->nAction = 0; pActor->nFrame = 0; } else { if (PlotCourseToSprite(pActor, pTarget) >= 64) { pActor->nAction = 1; pActor->nFrame = 0; } else if (nFrameFlag & 0x80) { runlist_DamageEnemy(pTarget, pActor, 5); } } return; } case 3: { if (bVal) { pActor->nFrame = 0; pActor->nAction = 0; pActor->nCount = 100; pActor->pTarget = nullptr; return; } else if (nFrameFlag & 0x80) { SetQuake(pActor, 100); // low 16 bits of returned var contains the sprite index, the high 16 the bullet number auto pBullet = BuildBullet(pActor, 9, -60, pActor->spr.angle, pTarget, 1); CheckMummyRevive(pActor); if (pBullet) { if (!RandomSize(3)) { SetBulletEnemy(pBullet->nPhase, pTarget); pBullet->spr.pal = 5; } } } return; } case 4: { if (bVal) { pActor->nFrame = 0; pActor->nAction = 5; } return; } case 5: { pActor->nFrame = 0; return; } case 6: { if (bVal) { pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->nAction = 0; pActor->nHealth = 300; pActor->pTarget = nullptr; nCreaturesTotal++; } return; } case 7: { if (nMov.exbits) { pActor->vel.X *= 0.5; pActor->vel.Y *= 0.5; } if (bVal) { pActor->vel.X = 0; pActor->vel.Y = 0; pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->nAction = 0; pActor->nFrame = 0; pActor->pTarget = nullptr; } return; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIMummy::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b); return; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIMummy::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; if (pActor->nHealth <= 0) return; ev->nDamage = runlist_CheckRadialDamage(pActor); Damage(ev); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIMummy::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; if (ev->nDamage <= 0) return; if (pActor->nHealth <= 0) { return; } pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pActor->nHealth = 0; pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; nCreaturesKilled++; DropMagic(pActor); pActor->nFrame = 0; pActor->nAction = 4; pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.pos.Z = pActor->sector()->floorz; } else { if (!RandomSize(2)) { pActor->nAction = 7; pActor->nFrame = 0; pActor->vel.X = 0; pActor->vel.Y = 0; } } return; } END_PS_NS