raze/source/games/exhumed/src/anubis.cpp
Christoph Oelckers 9b52b3b451 - made all nSector variables full ints.
This already takes care of most sector[] accesses in Exhumed
2021-11-09 17:27:54 +01:00

451 lines
10 KiB
C++

//-------------------------------------------------------------------------
/*
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 "exhumed.h"
#include "aistuff.h"
#include "engine.h"
#include "sequence.h"
#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
static const actionSeq AnubisSeq[] = {
{ 0, 0 },
{ 8, 0 },
{ 16, 0 },
{ 24, 0 },
{ 32, 0 },
{ -1, 0 },
{ 46, 1 },
{ 46, 1 },
{ 47, 1 },
{ 49, 1 },
{ 49, 1 },
{ 40, 1 },
{ 42, 1 },
{ 41, 1 },
{ 43, 1 },
};
void BuildAnubis(DExhumedActor* ap, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
{
spritetype* sp;
if (ap == nullptr)
{
ap = insertActor(nSector, 101);
sp = &ap->s();
}
else
{
ChangeActorStat(ap, 101);
sp = &ap->s();
x = sp->x;
y = sp->y;
z = sp->sector()->floorz;
nAngle = sp->ang;
}
sp->x = x;
sp->y = y;
sp->z = z;
sp->cstat = 0x101;
sp->xoffset = 0;
sp->shade = -12;
sp->yoffset = 0;
sp->picnum = 1;
sp->pal = sp->sector()->ceilingpal;
sp->clipdist = 60;
sp->ang = nAngle;
sp->xrepeat = 40;
sp->yrepeat = 40;
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->hitag = 0;
sp->lotag = runlist_HeadRun() + 1;
sp->extra = -1;
// GrabTimeSlot(3);
if (bIsDrummer)
{
auto& nAnubisDrum = Counters[kCountAnubisDrum];
ap->nAction = nAnubisDrum + 6;
nAnubisDrum++;
if (nAnubisDrum >= 5) {
nAnubisDrum = 0;
}
}
else
{
ap->nAction = 0;
}
ap->nPhase = Counters[kCountAnubis]++;
ap->nHealth = 540;
ap->nFrame = 0;
ap->pTarget = nullptr;
ap->nCount = 0;
sp->owner = runlist_AddRunRec(sp->lotag - 1, ap, 0x90000);
runlist_AddRunRec(NewRun, ap, 0x90000);
nCreaturesTotal++;
}
void AIAnubis::Tick(RunListEvent* ev)
{
auto ap = ev->pObjActor;
auto sp = &ap->s();
int nAction = ap->nAction;
bool bVal = false;
if (nAction < 11) {
Gravity(ap);
}
short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
seq_MoveSequence(ap, nSeq, ap->nFrame);
sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
ap->nFrame++;
if (ap->nFrame >= SeqSize[nSeq])
{
ap->nFrame = 0;
bVal = true;
}
auto pTarget = ap->pTarget;
short nFrame = SeqBase[nSeq] + ap->nFrame;
short nFlag = FrameFlag[nFrame];
Collision move(0);
if (nAction > 0 && nAction < 11) {
move = MoveCreatureWithCaution(ap);
}
switch (nAction)
{
case 0:
{
if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F))
{
if (pTarget == nullptr) {
pTarget = FindPlayer(ap, 100);
}
if (pTarget)
{
D3PlayFX(StaticSound[kSound8], ap);
ap->nAction = 1;
ap->nFrame = 0;
ap->pTarget = pTarget;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
}
}
return;
}
case 1:
{
if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F) && pTarget)
{
PlotCourseToSprite(ap, pTarget);
int nAngle = sp->ang & 0xFFF8;
sp->xvel = bcos(nAngle, -2);
sp->yvel = bsin(nAngle, -2);
}
switch (move.type)
{
case kHitSprite:
{
if (move.actor == pTarget)
{
int nAng = getangle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
int nAngDiff = AngleDiff(sp->ang, nAng);
if (nAngDiff < 64)
{
ap->nAction = 2;
ap->nFrame = 0;
}
break;
}
// else we fall through to 0x8000
[[fallthrough]];
}
case kHitWall:
{
sp->ang = (sp->ang + 256) & kAngleMask;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
break;
}
default:
{
if (ap->nCount)
{
ap->nCount--;
}
else
{
ap->nCount = 60;
if (pTarget != nullptr) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
if (cansee(sp->x, sp->y, sp->z - GetActorHeight(ap), sp->sectnum,
pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum))
{
sp->xvel = 0;
sp->yvel = 0;
sp->ang = GetMyAngle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
ap->nAction = 3;
ap->nFrame = 0;
}
}
}
break;
}
}
break;
}
case 2:
{
if (pTarget == nullptr)
{
ap->nAction = 0;
ap->nCount = 50;
}
else
{
if (PlotCourseToSprite(ap, pTarget) >= 768)
{
ap->nAction = 1;
}
else
{
if (nFlag & 0x80)
{
runlist_DamageEnemy(pTarget, ap, 7);
}
}
}
break;
}
case 3:
{
if (bVal)
{
ap->nAction = 1;
sp->xvel = bcos(sp->ang, -2);
sp->yvel = bsin(sp->ang, -2);
ap->nFrame = 0;
}
else
{
// loc_25718:
if (nFlag & 0x80)
{
BuildBullet(ap, 8, -1, sp->ang, pTarget, 1);
}
}
return;
}
case 4:
case 5:
{
sp->xvel = 0;
sp->yvel = 0;
if (bVal)
{
ap->nAction = 1;
ap->nFrame = 0;
}
return;
}
case 6:
case 7:
case 8:
case 9:
case 10:
{
if (bVal)
{
ap->nAction = (RandomSize(3) % 5) + 6;
ap->nFrame = 0;
}
return;
}
case 11:
case 12:
{
if (bVal)
{
ap->nAction = nAction + 2;
ap->nFrame = 0;
sp->xvel = 0;
sp->yvel = 0;
}
return;
}
case 13:
case 14:
{
sp->cstat &= 0xFEFE;
return;
}
default:
return;
}
// loc_2564C:
if (nAction && pTarget != nullptr)
{
if (!(pTarget->s().cstat & 0x101))
{
ap->nAction = 0;
ap->nFrame = 0;
ap->nCount = 100;
ap->pTarget = nullptr;
sp->xvel = 0;
sp->yvel = 0;
}
}
}
void AIAnubis::Draw(RunListEvent* ev)
{
auto ap = ev->pObjActor;
if (!ap) return;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b);
}
void AIAnubis::RadialDamage(RunListEvent* ev)
{
auto ap = ev->pObjActor;
if (!ap) return;
if (ap->nAction < 11)
{
ev->nDamage = runlist_CheckRadialDamage(ap);
Damage(ev);
}
}
void AIAnubis::Damage(RunListEvent* ev)
{
auto ap = ev->pObjActor;
if (!ap) return;
auto sp = &ap->s();
int nAction = ap->nAction;
int nDamage = ev->nDamage;
if (nDamage)
{
if (ap->nHealth <= 0)
return;
ap->nHealth -= dmgAdjust(nDamage);
if (ap->nHealth > 0)
{
// loc_258D6:
if (ev->pOtherActor == nullptr) {
return;
}
auto pTarget = &ev->pOtherActor->s();
if (pTarget->statnum == 100 || pTarget->statnum < 199)
{
if (!RandomSize(5)) {
ap->pTarget = ev->pOtherActor;
}
}
if (RandomSize(1))
{
if (nAction >= 6 && nAction <= 10)
{
auto pDrumActor = insertActor(sp->sectnum, kStatAnubisDrum);
auto pDrumSprite = &pDrumActor->s();
pDrumSprite->x = sp->x;
pDrumSprite->y = sp->y;
pDrumSprite->z = pDrumSprite->sector()->floorz;
pDrumSprite->xrepeat = 40;
pDrumSprite->yrepeat = 40;
pDrumSprite->shade = -64;
BuildObject(pDrumActor, 2, 0);
}
ap->pTarget = ev->pOtherActor;
ap->nAction = 4;
ap->nFrame = 0;
}
else
{
// loc_259B5:
D3PlayFX(StaticSound[kSound39], ap);
}
}
else
{
// he ded.
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->z = sp->sector()->floorz;
sp->cstat &= 0xFEFE;
ap->nHealth = 0;
nCreaturesKilled++;
if (nAction < 11)
{
DropMagic(ap);
ap->nAction = int(ev->isRadialEvent()) + 11;
ap->nFrame = 0;
}
}
}
}
END_PS_NS