//------------------------------------------------------------------------- /* 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 struct Wasp { short nHealth; short nFrame; short nAction; short nSprite; short nRun; short nTarget; short nCount; short nAngle; short nAngle2; short nVel; short nDamage; }; TArray WaspList; static actionSeq WaspSeq[] = { {0, 0}, {0, 0}, {9, 0}, {18, 0}, {27, 1}, {28, 1}, {29, 1} }; FSerializer& Serialize(FSerializer& arc, const char* keyname, Wasp& w, Wasp* def) { if (arc.BeginObject(keyname)) { arc("health", w.nHealth) ("frame", w.nFrame) ("action", w.nAction) ("sprite", w.nSprite) ("target", w.nTarget) ("run", w.nRun) ("count", w.nCount) ("angle", w.nAngle) ("angle2", w.nAngle2) ("vel", w.nVel) ("damage", w.nDamage) .EndObject(); } return arc; } void SerializeWasp(FSerializer& arc) { arc("wasp", WaspList); } int WaspCount() { return WaspList.Size(); } void InitWasps() { WaspList.Clear(); } void SetWaspVel(short nSprite) { sprite[nSprite].xvel = bcos(sprite[nSprite].ang); sprite[nSprite].yvel = bsin(sprite[nSprite].ang); } int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle) { auto nWasp = WaspList.Reserve(1); uint8_t bEggWasp = false; if (nSprite == -2) { bEggWasp = true; } if (nSprite < 0) { nSprite = insertsprite(nSector, 107); assert(nSprite >= 0 && nSprite < kMaxSprites); sprite[nSprite].x = x; sprite[nSprite].y = y; sprite[nSprite].z = z; } else { nAngle = sprite[nSprite].ang; changespritestat(nSprite, 107); } sprite[nSprite].shade = -12; sprite[nSprite].cstat = 0x101; sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal; sprite[nSprite].clipdist = 70; if (bEggWasp) { sprite[nSprite].xrepeat = 20; sprite[nSprite].yrepeat = 20; } else { sprite[nSprite].xrepeat = 50; sprite[nSprite].yrepeat = 50; } sprite[nSprite].xoffset = 0; sprite[nSprite].yoffset = 0; sprite[nSprite].picnum = 1; sprite[nSprite].ang = nAngle; 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); WaspList[nWasp].nAction = 0; WaspList[nWasp].nFrame = 0; WaspList[nWasp].nSprite = nSprite; WaspList[nWasp].nTarget = -1; WaspList[nWasp].nHealth = 800; WaspList[nWasp].nDamage = 10; if (bEggWasp) { WaspList[nWasp].nCount = 60; WaspList[nWasp].nDamage /= 2; } else { WaspList[nWasp].nCount = RandomSize(5); } WaspList[nWasp].nAngle = 0; WaspList[nWasp].nVel = 0; WaspList[nWasp].nAngle2 = RandomSize(7) + 127; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nWasp | 0x1E0000); WaspList[nWasp].nRun = runlist_AddRunRec(NewRun, nWasp | 0x1E0000); nCreaturesTotal++; return nSprite; } void FuncWasp(int a, int nDamage, int nRun) { short nWasp = RunData[nRun].nVal; short nSprite = WaspList[nWasp].nSprite; short nAction = WaspList[nWasp].nAction; short nTarget = -1; bool bVal = false; int nMessage = a & kMessageMask; switch (nMessage) { case 0x90000: { seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b); return; } case 0xA0000: { if (!(sprite[nSprite].cstat & 0x101)) return; nDamage = runlist_CheckRadialDamage(nSprite); // fall through to case 0x80000 fallthrough__; } case 0x80000: { if (!nDamage) { return; } if (WaspList[nWasp].nHealth > 0) { WaspList[nWasp].nHealth -= dmgAdjust(nDamage, 3); if (WaspList[nWasp].nHealth > 0) { if (!RandomSize(4)) { WaspList[nWasp].nAction = 3; WaspList[nWasp].nFrame = 0; } WaspList[nWasp].nAction = 1; sprite[nSprite].ang += RandomSize(9) + 768; sprite[nSprite].ang &= kAngleMask; WaspList[nWasp].nVel = 3000; sprite[nSprite].zvel = (-20) - RandomSize(6); } else { // Wasp is dead WaspList[nWasp].nAction = 4; WaspList[nWasp].nFrame = 0; sprite[nSprite].cstat = 0; sprite[nSprite].ang = (sprite[nSprite].ang + 1024) & kAngleMask; SetWaspVel(nSprite); sprite[nSprite].zvel = 512; nCreaturesKilled++; } } return; } case 0x20000: { short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a; sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame); seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame); WaspList[nWasp].nFrame++; if (WaspList[nWasp].nFrame >= SeqSize[nSeq]) { WaspList[nWasp].nFrame = 0; bVal = true; } if (WaspList[nWasp].nHealth > 0) { nTarget = WaspList[nWasp].nTarget; if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater))) { // goto pink WaspList[nWasp].nTarget = -1; WaspList[nWasp].nAction = 0; WaspList[nWasp].nCount = RandomSize(6); return; } } switch (nAction) { default: return; case 0: { sprite[nSprite].zvel = bsin(WaspList[nWasp].nAngle, -4); WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2; WaspList[nWasp].nAngle &= kAngleMask; MoveCreature(nSprite); if (nTarget >= 0) { WaspList[nWasp].nCount--; if (WaspList[nWasp].nCount > 0) { PlotCourseToSprite(nSprite, nTarget); } else { sprite[nSprite].zvel = 0; WaspList[nWasp].nAction = 1; WaspList[nWasp].nFrame = 0; WaspList[nWasp].nVel = 1500; WaspList[nWasp].nCount = RandomSize(5) + 60; } } else { if ((nWasp & 0x1F) == (totalmoves & 0x1F)) { WaspList[nWasp].nTarget = FindPlayer(nSprite, 60); } } return; } case 1: { WaspList[nWasp].nCount--; if (WaspList[nWasp].nCount <= 0) { WaspList[nWasp].nAction = 0; WaspList[nWasp].nCount = RandomSize(6); return; } int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16); switch (nChaseVal & 0xC000) { default: return; case 0x8000: { return; } case 0xC000: { short nSprite2 = (nChaseVal & 0x3FFF); if (nSprite2 == nTarget) { sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage); WaspList[nWasp].nAction = 2; WaspList[nWasp].nFrame = 0; } return; } } return; } case 2: case 3: { if (bVal) { sprite[nSprite].ang += RandomSize(9) + 768; sprite[nSprite].ang &= kAngleMask; sprite[nSprite].zvel = (-20) - RandomSize(6); WaspList[nWasp].nAction = 1; WaspList[nWasp].nVel = 3000; } return; } case 4: { int nMove = MoveCreature(nSprite) & 0x8000; nMove |= 0xC000; if (nMove) { sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 1024; WaspList[nWasp].nAction = 5; WaspList[nWasp].nFrame = 0; } return; } case 5: { short nSector = sprite[nSprite].sectnum; sprite[nSprite].z += sprite[nSprite].zvel; if (sprite[nSprite].z >= sector[nSector].floorz) { if (SectBelow[nSector] > -1) { BuildSplash(nSprite, nSector); sprite[nSprite].cstat |= 0x8000; } sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; WaspList[nWasp].nAction = 6; WaspList[nWasp].nFrame = 0; runlist_SubRunRec(WaspList[nWasp].nRun); } return; } } break; } } } END_PS_NS