#include "ns.h" #include "wh.h" BEGIN_WH_NS static void chase(PLAYER& plr, short i) { SPRITE& spr = sprite[i]; spr.lotag -= TICSPERFRAME; if (spr.lotag < 0) spr.lotag = 250; if (plr.z < spr.z) { spr.z -= TICSPERFRAME << 8; } if (plr.z > spr.z) { spr.z += TICSPERFRAME << 8; } short osectnum = spr.sectnum; if (krand() % 63 == 0) { if (cansee(plr.x, plr.y, plr.z, plr.sector, sprite[i].x, sprite[i].y, sprite[i].z - (tilesizy[sprite[i].picnum] << 7), sprite[i].sectnum) && plr.invisibletime < 0) newstatus(i, ATTACK); return; } else { if (totalclock % 100 > 70) trailingsmoke(i, true); int dax = ((sintable[(sprite[i].ang + 512) & 2047] * TICSPERFRAME) << 2); int day = ((sintable[sprite[i].ang & 2047] * TICSPERFRAME) << 2); checksight(plr, i); if (!checkdist(plr, i)) { checkmove(i, dax, day); } else { if (plr.invisibletime < 0) { if (krand() % 8 == 0) // NEW newstatus(i, ATTACK); // NEW else { // NEW sprite[i].ang = (short)(((krand() & 512 - 256) + sprite[i].ang + 1024) & 2047); // NEW newstatus(i, CHASE); // NEW } } } } getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0); if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10)) warpsprite(i); checksector6(i); processfluid(i, zr_florhit, true); if (sector[osectnum].lotag == KILLSECTOR && spr.z + (8 << 8) >= sector[osectnum].floorz) { spr.hitag--; if (spr.hitag < 0) newstatus(i, DIE); } setsprite(i, spr.x, spr.y, spr.z); if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA || sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) { if (spr.z + (8 << 8) >= sector[osectnum].floorz) { spr.hitag--; if (spr.hitag < 0) newstatus(i, DIE); } } } static void search(PLAYER& plr, short i) { aisearch(plr, i, true); checksector6(i); } static void pain(PLAYER& plr, short i) { SPRITE& spr = sprite[i]; spr.lotag -= TICSPERFRAME; if (spr.lotag < 0) { spr.picnum = DEMON; spr.ang = (short)plr.ang; newstatus(i, FLEE); } aifly(i); setsprite(i, spr.x, spr.y, spr.z); } static void face(PLAYER& plr, short i) { SPRITE& spr = sprite[i]; boolean cansee = cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tilesizy[spr.picnum] << 7), spr.sectnum); if (cansee && plr.invisibletime < 0) { spr.ang = (short)(getangle(plr.x - spr.x, plr.y - spr.y) & 2047); if (plr.shadowtime > 0) { spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047); newstatus(i, FLEE); } else { spr.owner = plr.spritenum; newstatus(i, CHASE); } } else { // get off the wall if (spr.owner == plr.spritenum) { spr.ang = (short)(((krand() & 512 - 256) + spr.ang) & 2047); newstatus(i, FINDME); } else if (cansee) newstatus(i, FLEE); } if (checkdist(plr, i)) newstatus(i, ATTACK); } static void attack(PLAYER& plr, short i) { SPRITE& spr = sprite[i]; if (plr.z < spr.z) { spr.z -= TICSPERFRAME << 8; } if (plr.z > spr.z) { spr.z += TICSPERFRAME << 8; } spr.lotag -= TICSPERFRAME; if (spr.lotag < 0) { if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tilesizy[spr.picnum] << 7), spr.sectnum)) newstatus(i, CAST); else newstatus(i, CHASE); } else spr.ang = getangle(plr.x - spr.x, plr.y - spr.y); } static void flee(PLAYER& plr, short i) { SPRITE& spr = sprite[i]; spr.lotag -= TICSPERFRAME; short osectnum = spr.sectnum; int movestat = aifly(i); if (movestat != 0) { if ((movestat & kHitTypeMask) == kHitWall) { int nWall = movestat & kHitIndexMask; int nx = -(wall[wall[nWall].point2].y - wall[nWall].y) >> 4; int ny = (wall[wall[nWall].point2].x - wall[nWall].x) >> 4; spr.ang = getangle(nx, ny); } else { spr.ang = getangle(plr.x - spr.x, plr.y - spr.y); newstatus(i, FACE); } } if (spr.lotag < 0) newstatus(i, FACE); if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10)) warpsprite(i); if (checksector6(i)) return; processfluid(i, zr_florhit, true); setsprite(i, spr.x, spr.y, spr.z); } static void cast(PLAYER& plr, short i) { SPRITE& spr = sprite[i]; spr.lotag -= TICSPERFRAME; if (plr.z < spr.z) { spr.z -= TICSPERFRAME << 8; } if (plr.z > spr.z) { spr.z += TICSPERFRAME << 8; } if (spr.lotag < 0) { castspell(plr, i); newstatus(i, CHASE); } } static void nuked(PLAYER& plr, short i) { SPRITE& spr = sprite[i]; chunksofmeat(plr, i, spr.x, spr.y, spr.z, spr.sectnum, spr.ang); trailingsmoke(i, false); newstatus((short)i, DIE); } void createDemonAI() { auto& e = enemy[DEMONTYPE]; enemy[DEMONTYPE].info.Init(38, 41, 4096 + 2048, 120, 0, 64, true, 300, 0); e.chase = chase; e.resurect; e.nuked = nuked; e.frozen; e.pain = pain; e.face = face; e.attack = attack; e.flee = flee; e.cast = cast; e.die; e.skirmish; e.stand; e.search = search; } void premapDemon(short i) { SPRITE& spr = sprite[i]; spr.detail = DEMONTYPE; changespritestat(i, FACE); enemy[DEMONTYPE].info.set(spr); }