#include "engine.h" #include "scorp.h" #include "runlist.h" #include "exhumed.h" #include "move.h" #include "sequence.h" #include "sound.h" #include "random.h" #include "trigdat.h" #include "bullet.h" #include "spider.h" #include /* Selkis Boss AI code */ short ScorpCount = -1; Scorpion scorpion[kMaxScorpions]; short ScorpChan[kMaxScorpions]; static actionSeq ActionSeq[] = { {0, 0}, {8, 0}, {29, 0}, {19, 0}, {45, 1}, {46, 1}, {47, 1}, {48, 1}, {50, 1}, {53, 1} }; void InitScorp() { ScorpCount = kMaxScorpions; } int BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel) { ScorpCount--; if (ScorpCount < 0) { return -1; } short nScorp = ScorpCount; if (nSprite == -1) { nSprite = insertsprite(nSector, 122); } else { changespritestat(nSprite, 122); 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].clipdist = 70; sprite[nSprite].shade = -12; sprite[nSprite].xrepeat = 80; sprite[nSprite].yrepeat = 80; sprite[nSprite].picnum = 1; sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal; sprite[nSprite].xoffset = 0; sprite[nSprite].yoffset = 0; sprite[nSprite].ang = nAngle; sprite[nSprite].zvel = 0; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].lotag = runlist_HeadRun() + 1; sprite[nSprite].extra = -1; sprite[nSprite].hitag = 0; // GrabTimeSlot(3); scorpion[ScorpCount].nHealth = 20000; scorpion[ScorpCount].nFrame = 0; scorpion[ScorpCount].nAction = 0; scorpion[ScorpCount].nSprite = nSprite; scorpion[ScorpCount].nTarget = -1; scorpion[ScorpCount].g = 0; scorpion[ScorpCount].i = 1; ScorpChan[nScorp] = nChannel; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nScorp | 0x220000); scorpion[nScorp].f = runlist_AddRunRec(NewRun, nScorp | 0x220000); nCreaturesLeft++; return nScorp | 0x220000; } void FuncScorp(int a, int nDamage, int nRun) { short nScorp = RunData[nRun].nVal; assert(nScorp >= 0 && nScorp < kMaxScorpions); int edi = 0; short nSprite = scorpion[nScorp].nSprite; short nAction = scorpion[nScorp].nAction; short nTarget = -1; int nMessage = a & 0x7F0000; switch (nMessage) { default: { DebugOut("unknown msg %d for Scorp\n", a & 0x7F0000); return; } case 0x90000: { seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqScorp] + ActionSeq[nAction].a, scorpion[nScorp].nFrame, ActionSeq[nAction].b); return; } case 0xA0000: { nDamage = runlist_CheckRadialDamage(nSprite); if (!nDamage) { return; } // else fall through to case 0x80000 } case 0x80000: { if (scorpion[nScorp].nHealth <= 0) { return; } scorpion[nScorp].nHealth -= nDamage; if (scorpion[nScorp].nHealth <= 0) { scorpion[nScorp].nHealth = 0; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; scorpion[nScorp].nAction = 4; scorpion[nScorp].nFrame = 0; sprite[nSprite].cstat &= 0xFEFE; nCreaturesLeft--; scorpion[nScorp].g = 10; return; } else { nTarget = a & 0xFFFF; if (nTarget >= 0) { if (sprite[nSprite].statnum == 100 || (sprite[nSprite].statnum < 199 && !RandomSize(5))) { scorpion[nScorp].nTarget = nTarget; } } if (!RandomSize(5)) { scorpion[nScorp].nAction = RandomSize(2) + 4; scorpion[nScorp].nFrame = 0; return; } if (RandomSize(2)) { return; } D3PlayFX(StaticSound[kSound41], nSprite); goto FS_Pink_A; } } case 0x20000: { if (scorpion[nScorp].nHealth) { Gravity(nSprite); } int nSeq = SeqOffsets[kSeqScorp] + ActionSeq[nAction].a; sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, scorpion[nScorp].nFrame); seq_MoveSequence(nSprite, nSeq, scorpion[nScorp].nFrame); scorpion[nScorp].nFrame++; if (scorpion[nScorp].nFrame >= SeqSize[nSeq]) { scorpion[nScorp].nFrame = 0; edi = 1; } int nFlag = FrameFlag[SeqBase[nSeq] + scorpion[nScorp].nFrame]; nTarget = scorpion[nScorp].nTarget; switch (nAction) { default: return; case 0: { if (scorpion[nScorp].g > 0) { scorpion[nScorp].g--; return; } if ((nScorp & 31) == (totalmoves & 31)) { if (nTarget < 0) { nTarget = FindPlayer(nSprite, 500); if (nTarget >= 0) { D3PlayFX(StaticSound[kSound41], nSprite); scorpion[nScorp].nFrame = 0; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512); sprite[nSprite].yvel = Sin(sprite[nSprite].ang); scorpion[nScorp].nAction = 1; scorpion[nScorp].nTarget = nTarget; } } } return; } case 1: { scorpion[nScorp].i--; if (scorpion[nScorp].i <= 0) { scorpion[nScorp].i = RandomSize(5); // GOTO FS_Pink_A: goto FS_Pink_A; } else { int nMove = MoveCreatureWithCaution(nSprite); if ((nMove & 0xC000) == 0xC000) { if (nTarget == (nMove & 0x3FFF)) { int nAngle = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y); if (AngleDiff(sprite[nSprite].ang, nAngle) < 64) { scorpion[nScorp].nAction = 2; scorpion[nScorp].nFrame = 0; } // GOTO FS_Red goto FS_Red; } else { // GOTO FS_Pink_A goto FS_Pink_A; } } else if ((nMove & 0xC000) == 0x8000) { // GOTO FS_Pink_A goto FS_Pink_A; } else { // GOTO FS_Pink_B goto FS_Pink_B; } } } case 2: { if (nTarget == -1) { scorpion[nScorp].nAction = 0; scorpion[nScorp].g = 5; } else { if (PlotCourseToSprite(nSprite, nTarget) >= 768) { scorpion[nScorp].nAction = 1; } else if (nFlag & 0x80) { runlist_DamageEnemy(nTarget, nSprite, 7); } } // GOTO FS_Red goto FS_Red; } case 3: { if (edi) { scorpion[nScorp].h--; if (scorpion[nScorp].h <= 0) { scorpion[nScorp].nAction = 1; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512); sprite[nSprite].yvel = Sin(sprite[nSprite].ang); scorpion[nScorp].nFrame = 0; return; } } if (!(nFlag & 0x80)) { return; } short nBulletSprite = BuildBullet(nSprite, 16, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1) & 0xFFFF; if (nBulletSprite > -1) { PlotCourseToSprite(nBulletSprite, nTarget); } return; } case 4: case 5: case 6: case 7: { if (!edi) { return; } if (scorpion[nScorp].nHealth > 0) { scorpion[nScorp].nAction = 1; scorpion[nScorp].nFrame = 0; scorpion[nScorp].g = 0; return; } scorpion[nScorp].g--; if (scorpion[nScorp].g <= 0) { scorpion[nScorp].nAction = 8; } else { scorpion[nScorp].nAction = RandomBit() + 6; } return; } case 8: { if (edi) { scorpion[nScorp].nAction++; // set to 9 scorpion[nScorp].nFrame = 0; runlist_ChangeChannel(ScorpChan[nScorp], 1); return; } int nSpider = BuildSpider(-1, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, sprite[nSprite].ang); if (nSpider != -1) { short nSpiderSprite = nSpider & 0xFFFF; sprite[nSpiderSprite].ang = RandomSize(11); int nRnd = RandomSize(5) + 1; sprite[nSpiderSprite].xvel = (Sin(sprite[nSpiderSprite].ang + 512) >> 8) * nRnd; sprite[nSpiderSprite].yvel = (Sin(sprite[nSpiderSprite].ang) >> 8) * nRnd; sprite[nSpiderSprite].zvel = (-(RandomSize(5) + 3)) << 8; } return; } case 9: { sprite[nSprite].cstat &= 0xFEFE; if (edi) { runlist_SubRunRec(scorpion[nScorp].f); runlist_DoSubRunRec(sprite[nSprite].owner); runlist_FreeRun(sprite[nSprite].lotag - 1); mydeletesprite(nSprite); } return; } } break; } } FS_Pink_A: PlotCourseToSprite(nSprite, nTarget); sprite[nSprite].ang += RandomSize(7) - 63; sprite[nSprite].ang &= kAngleMask; sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512); sprite[nSprite].yvel = Sin(sprite[nSprite].ang); FS_Pink_B: if (scorpion[nScorp].g) { scorpion[nScorp].g--; } else { scorpion[nScorp].g = 45; 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].yvel = 0; sprite[nSprite].xvel = 0; sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y); scorpion[nScorp].h = RandomSize(2) + RandomSize(3); if (!scorpion[nScorp].h) { scorpion[nScorp].g = RandomSize(5); } else { scorpion[nScorp].nAction = 3; scorpion[nScorp].nFrame = 0; } } } FS_Red: if (!nAction || nTarget == -1) { return; } if (!(sprite[nTarget].cstat & 0x101)) { scorpion[nScorp].nAction = 0; scorpion[nScorp].nFrame = 0; scorpion[nScorp].g = 30; scorpion[nScorp].nTarget = -1; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } }