mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-02 17:12:11 +00:00
249 lines
5.4 KiB
C++
249 lines
5.4 KiB
C++
#include "ns.h"
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#include "wh.h"
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BEGIN_WH_NS
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static void chaseguardian(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0)
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spr.lotag = 250;
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short osectnum = spr.sectnum;
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if (plr.z < spr.z)
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spr.z -= TICSPERFRAME << 8;
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if (plr.z > spr.z)
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spr.z += TICSPERFRAME << 8;
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if (krand() % 63 == 0) {
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if (cansee(plr.x, plr.y, plr.z, plr.sector, sprite[i].x, sprite[i].y,
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sprite[i].z - (tileHeight(sprite[i].picnum) << 7), sprite[i].sectnum) && plr.invisibletime < 0)
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newstatus(i, ATTACK);
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return;
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}
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else {
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int dax = (bcos(sprite[i].ang) * TICSPERFRAME) << 3;
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int day = (bsin(sprite[i].ang) * TICSPERFRAME) << 3;
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checksight(plr, i);
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if (PlayClock % 100 > 70)
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trailingsmoke(i, true);
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if (!checkdist(plr, i)) {
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checkmove(i, dax, day);
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}
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else {
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if (krand() % 8 == 0) // NEW
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newstatus(i, ATTACK); // NEW
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else { // NEW
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sprite[i].ang = (short)(((krand() & 512 - 256) + sprite[i].ang + 1024) & 2047); // NEW
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newstatus(i, CHASE); // NEW
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}
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}
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}
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(i);
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if (checksector6(i))
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return;
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processfluid(i, zr_florhit, true);
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if (sector[osectnum].lotag == KILLSECTOR) {
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spr.hitag--;
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if (spr.hitag < 0)
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newstatus(i, DIE);
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}
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setsprite(i, spr.x, spr.y, spr.z);
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if (!isValidSector(spr.sectnum))
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return;
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if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
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|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
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spr.hitag--;
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if (spr.hitag < 0)
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newstatus(i, DIE);
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}
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}
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static void nukedguardian(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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if (isWh2()) {
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chunksofmeat(plr, i, spr.x, spr.y, spr.z, spr.sectnum, spr.ang);
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trailingsmoke(i, false);
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newstatus((short)i, DIE);
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return;
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}
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0) {
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spr.picnum++;
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spr.lotag = 24;
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if (spr.picnum == GUARDIANCHAR + 4) {
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trailingsmoke(i, false);
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deletesprite(i);
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}
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}
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}
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static void attackguardian(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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if (plr.z < spr.z) {
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spr.z -= TICSPERFRAME << 8;
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}
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if (plr.z > spr.z) {
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spr.z += TICSPERFRAME << 8;
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}
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0) {
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum))
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newstatus(i, CAST);
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else
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newstatus(i, CHASE);
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}
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else
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spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
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}
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static void faceguardian(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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boolean cansee = ::cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum);
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if (cansee && plr.invisibletime < 0) {
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spr.ang = (short)(getangle(plr.x - spr.x, plr.y - spr.y) & 2047);
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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newstatus(i, FLEE);
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}
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else {
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spr.owner = plr.spritenum;
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newstatus(i, CHASE);
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}
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}
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else { // get off the wall
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if (spr.owner == plr.spritenum) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang) & 2047);
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newstatus(i, FINDME);
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}
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else if (cansee) newstatus(i, FLEE);
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}
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if (checkdist(plr, i))
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newstatus(i, ATTACK);
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}
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static void searchguardian(PLAYER& plr, short i) {
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aisearch(plr, i, true);
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checksector6(i);
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}
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static void fleeguardian(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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short osectnum = spr.sectnum;
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if (PlayClock % 100 > 70)
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trailingsmoke(i, true);
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int movestat = aifly(i);
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if (movestat != 0) {
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if ((movestat & kHitTypeMask) == kHitWall) {
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int nWall = movestat & kHitIndexMask;
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int nx = -(wall[wall[nWall].point2].y - wall[nWall].y) >> 4;
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int ny = (wall[wall[nWall].point2].x - wall[nWall].x) >> 4;
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spr.ang = getangle(nx, ny);
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}
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else {
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spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
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newstatus(i, FACE);
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}
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}
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if (spr.lotag < 0)
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newstatus(i, FACE);
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(i);
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if (checksector6(i))
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return;
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processfluid(i, zr_florhit, true);
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setsprite(i, spr.x, spr.y, spr.z);
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}
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static void painguardian(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0) {
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spr.picnum = GUARDIAN;
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spr.ang = plr.angle.ang.asbuild();
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newstatus(i, FLEE);
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}
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// aifly(i);
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// setsprite(i, spr.x, spr.y, spr.z);
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}
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static void castguardian(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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if (plr.z < spr.z) {
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spr.z -= TICSPERFRAME << 8;
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}
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if (plr.z > spr.z) {
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spr.z += TICSPERFRAME << 8;
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}
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if (spr.lotag < 0) {
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spr.picnum++;
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spr.lotag = 12;
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}
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if (spr.picnum == GUARDIANATTACK + 6) {
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spr.picnum = GUARDIAN;
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spritesound(S_FIREBALL, &sprite[i]);
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castspell(plr, i);
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newstatus(i, CHASE);
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}
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checksector6(i);
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}
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void createGuardianAI() {
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auto& e = enemy[GUARDIANTYPE];
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e.info.Init(isWh2() ? 35 : 32, isWh2() ? 35 : 32, 4096, 120, 0, 64, true, isWh2() ? 100 : 200, 0);
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e.chase = chaseguardian;
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e.nuked = nukedguardian;
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e.attack = attackguardian;
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e.face = faceguardian;
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e.search = searchguardian;
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e.flee = fleeguardian;
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e.pain = painguardian;
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e.cast = castguardian;
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}
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void premapGuardian(short i) {
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SPRITE& spr = sprite[i];
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spr.detail = GUARDIANTYPE;
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enemy[GUARDIANTYPE].info.set(spr);
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changespritestat(i, FACE);
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}
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END_WH_NS
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