//------------------------------------------------------------------------- /* 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} }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DExhumedActor* BuildWasp(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle, bool bEggWasp) { if (pActor == nullptr) { pActor = insertActor(pSector, 107); pActor->spr.pos = pos; } else { nAngle = pActor->spr.Angles.Yaw; ChangeActorStat(pActor, 107); } pActor->spr.shade = -12; pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->spr.pal = pActor->sector()->ceilingpal; pActor->clipdist = 17.5; if (bEggWasp) { pActor->spr.scale = DVector2(0.3125, 0.3125); } else { pActor->spr.scale = DVector2(0.78125, 0.78125); } pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; setvalidpic(pActor); pActor->spr.Angles.Yaw = nAngle; pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.hitag = 0; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.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; pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x1E0000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x1E0000); pActor->nSeqFile = "wasp"; Level.addKillCount(); return pActor; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIWasp::Draw(RunListEvent* ev) { if (const auto pActor = ev->pObjActor) { const auto waspSeq = &WaspSeq[pActor->nAction]; seq_PlotSequence(ev->nParam, pActor->nSeqFile, waspSeq->nSeqId, pActor->nFrame, waspSeq->nFlags); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIWasp::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; if (!(pActor->spr.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; if (!ev->nDamage) { return; } if (pActor->nHealth > 0) { pActor->nHealth -= dmgAdjust(ev->nDamage, 3); if (pActor->nHealth > 0) { pActor->nAction = !RandomSize(4) ? 3 : 1; pActor->spr.Angles.Yaw += DAngle45 + DAngle90 + RandomAngle9(); pActor->norm_ang(); pActor->nVel = 3000; pActor->vel.Z = -1.25 - RandomSize(6) / 256.; } else { // Wasp is dead pActor->nAction = 4; pActor->nFrame = 0; pActor->spr.cstat = 0; pActor->spr.Angles.Yaw += DAngle180; pActor->VelFromAngle(); pActor->vel.Z = 2; Level.addKill(-1); } pActor->nFrame = 0; } return; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIWasp::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nAction = pActor->nAction; DExhumedActor* pTarget = nullptr; bool bVal = false; const auto waspSeq = getSequence(pActor->nSeqFile, WaspSeq[nAction].nSeqId); const auto& seqFrame = waspSeq->frames[pActor->nFrame]; pActor->spr.setspritetexture(seqFrame.getFirstChunkTexture()); seqFrame.playSound(pActor); pActor->nFrame++; if (pActor->nFrame >= waspSeq->frames.Size()) { pActor->nFrame = 0; bVal = true; } if (pActor->nHealth > 0) { pTarget = pActor->pTarget; if (pTarget && (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) || (pTarget->sector()->Flag & kSectUnderwater))) { // goto pink pActor->pTarget = nullptr; pActor->nAction = 0; pActor->nFrame = 0; pActor->nCount = RandomSize(6); return; } } switch (nAction) { default: return; case 0: { pActor->vel.Z = BobVal(pActor->nAngle) * 4; pActor->nAngle += pActor->nAngle2; pActor->nAngle &= kAngleMask; MoveCreature(pActor); if (pTarget) { pActor->nCount--; if (pActor->nCount > 0) { PlotCourseToSprite(pActor, pTarget); } else { pActor->pitch = nullAngle; pActor->vel.Z = 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->nFrame = 0; pActor->nCount = RandomSize(6); return; } auto nChaseVal = AngleChase(pActor, pTarget, pActor->nVel, 0, DAngle22_5 / 8); switch (nChaseVal.type) { default: return; case kHitWall: { return; } case kHitSprite: { if (nChaseVal.actor() == pTarget) { pActor->vel.X = 0; pActor->vel.Y = 0; runlist_DamageEnemy(pTarget, pActor, pActor->nDamage); pActor->nAction = 2; pActor->nFrame = 0; } return; } } return; } case 2: case 3: { if (bVal) { pActor->spr.Angles.Yaw += DAngle45 + DAngle90 + RandomAngle9(); pActor->vel.Z = ((-20) - RandomSize(6)) / 256.; pActor->nAction = 1; pActor->nFrame = 0; 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. { pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 4; pActor->nAction = 5; pActor->nFrame = 0; } return; } case 5: { auto pSector =pActor->sector(); pActor->spr.pos.Z += pActor->vel.Z; if (pActor->spr.pos.Z >= pSector->floorz) { if (pSector->pBelow != nullptr) { BuildSplash(pActor, pSector); pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->nAction = 6; pActor->nFrame = 0; runlist_SubRunRec(pActor->nRun); } return; } } } END_PS_NS