mirror of
https://github.com/ZDoom/Raze.git
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661 lines
16 KiB
C++
661 lines
16 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "sequence.h"
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#include <assert.h>
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BEGIN_PS_NS
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static actionSeq SetSeq[] = {
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{0, 0},
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{77, 1},
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{78, 1},
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{0, 0},
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{9, 0},
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{63, 0},
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{45, 0},
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{18, 0},
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{27, 0},
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{36, 0},
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{72, 1},
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{74, 1}
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void BuildSet(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle, int nChannel)
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{
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if (pActor == nullptr)
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{
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pActor = insertActor(pSector, 120);
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pActor->spr.pos = pos;
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}
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else
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{
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ChangeActorStat(pActor, 120);
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pActor->spr.pos.Z = pActor->sector()->floorz;
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nAngle = pActor->spr.Angles.Yaw;
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}
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.shade = -12;
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pActor->clipdist = 27.5;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->spr.scale = DVector2(1.359375, 1.5);
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.Angles.Yaw = nAngle;
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setvalidpic(pActor);
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pActor->spr.hitag = 0;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.extra = -1;
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// GrabTimeSlot(3);
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pActor->nAction = 1;
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pActor->nHealth = 8000;
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pActor->nFrame = 0;
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pActor->pTarget = nullptr;
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pActor->nCount = 90;
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pActor->nIndex = 0;
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pActor->nIndex2 = 0;
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pActor->nPhase = Counters[kCountSet]++;
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pActor->nChannel = nChannel;
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x190000);
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pActor->nSeqFile = "set";
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// this isn't stored anywhere.
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runlist_AddRunRec(NewRun, pActor, 0x190000);
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Level.addKillCount();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void BuildSoul(DExhumedActor* pSet)
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{
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auto pActor = insertActor(pSet->sector(), 0);
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pActor->spr.shade = -127;
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pActor->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE);
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pActor->spr.pal = 0;
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pActor->clipdist = 1.25;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->nSeqFile = "set";
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pActor->spr.setspritetexture(getSequence(pActor->nSeqFile, 75)->getFirstFrameTexture());
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pActor->spr.Angles.Yaw = RandomAngle();
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = -1 - RandomSize(10) / 256.;
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pActor->spr.pos = DVector3(pSet->spr.pos.XY(), RandomSize(8) + 32 + pActor->sector()->ceilingz - GetActorHeight(pActor));
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//pActor->spr.hitag = nSet;
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pActor->pTarget = pSet;
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pActor->nPhase = Counters[kCountSoul]++;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.extra = 0;
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// GrabTimeSlot(3);
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pActor->spr.intowner = runlist_AddRunRec(NewRun, pActor, 0x230000);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AISoul::Tick(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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getSequence("set", 75)->frames[0].playSound(pActor);
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if (pActor->spr.scale.X < 0.5)
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{
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pActor->spr.scale.X += (REPEAT_SCALE);
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pActor->spr.scale.Y += (REPEAT_SCALE);
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}
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pActor->spr.extra += (pActor->nPhase & 0x0F) + 5;
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pActor->spr.extra &= kAngleMask;
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double nVel = mapangle(pActor->spr.extra).Cos();
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auto vect = pActor->spr.Angles.Yaw.ToVector() * nVel * 8;
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auto coll = movesprite(pActor,vect, pActor->vel.Z, 0, CLIPMASK0);
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if (coll.exbits & 0x10000)
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{
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DExhumedActor* pSet = pActor->pTarget;
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if (!pSet) return;
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pActor->spr.cstat = 0;
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pActor->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE);
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pActor->spr.pos = pSet->spr.pos.plusZ(-GetActorHeight(pSet) * 0.5);
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ChangeActorSect(pActor, pSet->sector());
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return;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AISet::RadialDamage(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nAction = pActor->nAction;
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if (nAction == 5)
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{
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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// fall through to case 0x80000
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}
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Damage(ev);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AISet::Damage(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nAction = pActor->nAction;
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if (ev->nDamage && pActor->nHealth > 0)
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{
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if (nAction != 1)
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{
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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}
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if (pActor->nHealth <= 0)
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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pActor->nHealth = 0;
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Level.addKill(-1);
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if (nAction < 10)
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{
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pActor->nFrame = 0;
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pActor->nAction = 10;
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}
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}
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else if (nAction == 1)
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{
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AISet::Draw(RunListEvent* ev)
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{
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if (const auto pActor = ev->pObjActor)
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{
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const auto setSeq = &SetSeq[pActor->nAction];
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seq_PlotSequence(ev->nParam, pActor->nSeqFile, setSeq->nSeqId, pActor->nFrame, setSeq->nFlags);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AISet::Tick(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nAction = pActor->nAction;
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bool bVal = false;
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Gravity(pActor);
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const auto setSeq = getSequence(pActor->nSeqFile, SetSeq[nAction].nSeqId);
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const auto& seqFrame = setSeq->frames[pActor->nFrame];
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pActor->spr.setspritetexture(seqFrame.getFirstChunkTexture());
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seqFrame.playSound(pActor);
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if (nAction == 3)
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{
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if (pActor->nIndex2) {
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pActor->nFrame++;
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}
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}
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pActor->nFrame++;
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if (pActor->nFrame >= setSeq->frames.Size())
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{
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pActor->nFrame = 0;
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bVal = true;
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}
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DExhumedActor* pTarget = pActor->pTarget;
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if (pTarget && nAction < 10)
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{
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if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
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{
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pActor->pTarget = nullptr;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pTarget = nullptr;
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}
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}
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auto nMov = MoveCreature(pActor);
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auto sect = pActor->sector();
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pushmove(pActor->spr.pos, §, pActor->clipdist, 20, -20, CLIPMASK0);
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pActor->setsector(sect);
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if (pActor->vel.Z > 4000/256.)
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{
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if (nMov.exbits & kHitAux2)
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{
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SetQuake(pActor, 100);
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}
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}
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switch (nAction)
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{
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default:
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return;
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case 0:
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{
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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if (pTarget == nullptr)
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{
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pTarget = FindPlayer(pActor, 1000);
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}
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if (pTarget)
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{
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pActor->nAction = 3;
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pActor->nFrame = 0;
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pActor->pTarget = pTarget;
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pActor->VelFromAngle(-1);
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}
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}
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return;
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}
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case 1:
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{
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if (FindPlayer(pActor, 1000))
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{
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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}
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return;
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}
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case 2:
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{
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if (bVal)
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{
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pActor->nAction = 7;
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pActor->nIndex = 0;
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pActor->nFrame = 0;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->pTarget = FindPlayer(pActor, 1000);
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}
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return;
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}
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case 3:
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{
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if (pTarget != nullptr)
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{
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if ((seqFrame.flags & 0x10) && (nMov.exbits & kHitAux2))
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{
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SetQuake(pActor, 100);
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}
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double nCourse = PlotCourseToSprite(pActor, pTarget);
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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int nRand = RandomSize(3);
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switch (nRand)
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{
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case 0:
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case 2:
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{
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pActor->nIndex = 0;
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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return;
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}
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case 1:
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{
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PlotCourseToSprite(pActor, pTarget);
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pActor->nAction = 6;
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pActor->nFrame = 0;
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pActor->nRun = 5;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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return;
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}
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default:
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{
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if (nCourse <= 100/16.)
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{
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pActor->nIndex2 = 0;
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}
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else
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{
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pActor->nIndex2 = 1;
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}
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break;
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}
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}
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}
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// loc_338E2
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pActor->vel.XY() = pActor->spr.Angles.Yaw.ToVector() * 512;
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if (pActor->nIndex2)
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{
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pActor->vel.X *= 2;
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pActor->vel.Y *= 2;
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}
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if (nMov.type == kHitWall)
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{
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auto pSector = nMov.hitWall->nextSector();
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if (pSector)
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{
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if ((pActor->spr.pos.Z - pSector->floorz) < (55000/256.))
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{
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if (pActor->spr.pos.Z > pSector->ceilingz)
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{
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pActor->nIndex = 1;
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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return;
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}
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}
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}
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pActor->spr.Angles.Yaw += DAngle45;
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pActor->VelFromAngle(-1);
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break;
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}
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else if (nMov.type == kHitSprite)
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{
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if (pTarget == nMov.actor())
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{
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auto nAngDiff = absangle(pActor->spr.Angles.Yaw, (pTarget->spr.pos - pActor->spr.pos).Angle());
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if (nAngDiff < DAngle22_5 / 2)
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{
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pActor->nAction = 4;
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pActor->nFrame = 0;
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}
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break;
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}
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else
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{
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pActor->nIndex = 1;
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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return;
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}
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}
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break;
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}
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else
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{
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pActor->nAction = 0;
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pActor->nFrame = 0;
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return;
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}
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}
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case 4:
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{
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if (pTarget == nullptr)
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{
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->nCount = 50;
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}
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else
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{
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if (PlotCourseToSprite(pActor, pTarget) >= 48)
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{
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pActor->nAction = 3;
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pActor->nFrame = 0;
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}
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else if (seqFrame.flags & 0x80)
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{
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runlist_DamageEnemy(pTarget, pActor, 5);
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}
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}
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break;
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}
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case 5:
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{
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if (bVal)
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{
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->nCount = 15;
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}
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return;
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}
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case 6:
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{
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if (seqFrame.flags & 0x80)
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{
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auto pBullet = BuildBullet(pActor, 11, INT_MAX, pActor->spr.Angles.Yaw, pTarget, 1);
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if (pBullet)
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SetBulletEnemy(pBullet->nPhase, pTarget);
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pActor->nRun--;
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if (pActor->nRun <= 0 || !RandomBit())
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{
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pActor->nAction = 0;
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pActor->nFrame = 0;
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}
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}
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return;
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}
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case 7:
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{
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if (bVal)
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{
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if (pActor->nIndex)
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{
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pActor->vel.Z = -10000 / 256.;
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}
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else
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{
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pActor->vel.Z = -(PlotCourseToSprite(pActor, pTarget)) / 16.;
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}
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pActor->nAction = 8;
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pActor->nFrame = 0;
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pActor->VelFromAngle();
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}
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return;
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}
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case 8:
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{
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if (bVal)
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{
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pActor->nFrame = setSeq->frames.Size() - 1;
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}
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if (nMov.exbits & kHitAux2)
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{
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SetQuake(pActor, 200);
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pActor->nAction = 9;
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pActor->nFrame = 0;
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}
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return;
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}
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case 9:
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{
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pActor->vel.X *= 0.5;
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pActor->vel.Y *= 0.5;
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if (bVal)
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
|
|
|
|
PlotCourseToSprite(pActor, pTarget);
|
|
|
|
pActor->nAction = 6;
|
|
pActor->nFrame = 0;
|
|
pActor->nRun = 5;
|
|
|
|
pActor->vel.X = 0;
|
|
pActor->vel.Y = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 10:
|
|
{
|
|
if (seqFrame.flags & 0x80)
|
|
{
|
|
pActor->spr.pos.Z -= GetActorHeight(pActor);
|
|
BuildCreatureChunk(pActor, getSequence("set", 76)->getFirstFrameTexture());
|
|
pActor->spr.pos.Z += GetActorHeight(pActor);
|
|
}
|
|
|
|
if (bVal)
|
|
{
|
|
pActor->nAction = 11;
|
|
pActor->nFrame = 0;
|
|
|
|
runlist_ChangeChannel(pActor->nChannel, 1);
|
|
|
|
for (int i = 0; i < 20; i++)
|
|
{
|
|
BuildSoul(pActor);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 11:
|
|
{
|
|
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// loc_33AE3: ?
|
|
if (nAction)
|
|
{
|
|
if (pTarget)
|
|
{
|
|
if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
|
|
{
|
|
pActor->nAction = 0;
|
|
pActor->nFrame = 0;
|
|
pActor->nCount = 100;
|
|
pActor->pTarget = nullptr;
|
|
pActor->vel.X = 0;
|
|
pActor->vel.Y = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
END_PS_NS
|