mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-16 07:31:23 +00:00
551 lines
13 KiB
C++
551 lines
13 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 "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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static actionSeq LionSeq[] = {
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{54, 1},
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{18, 0},
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{0, 0},
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{10, 0},
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{44, 0},
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{18, 0},
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{26, 0},
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{34, 0},
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{8, 1},
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{9, 1},
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{52, 1},
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{53, 1}
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};
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void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(pSector, 104);
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pSprite = &pActor->s();
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}
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else
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{
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ChangeActorStat(pActor, 104);
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = pSprite->sector()->floorz;
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nAngle = pSprite->ang;
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}
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pSprite->x = x;
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pSprite->y = y;
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pSprite->z = z;
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pSprite->cstat = 0x101;
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pSprite->clipdist = 60;
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pSprite->shade = -12;
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pSprite->xrepeat = 40;
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pSprite->yrepeat = 40;
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pSprite->picnum = 1;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = nAngle;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->lotag = runlist_HeadRun() + 1;
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pSprite->hitag = 0;
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pSprite->extra = -1;
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// GrabTimeSlot(3);
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pActor->nAction = 0;
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pActor->nHealth = 500;
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pActor->nFrame = 0;
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pActor->pTarget = nullptr;
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pActor->nCount = 0;
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pActor->nPhase = Counters[kCountLion]++;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x130000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x130000);
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nCreaturesTotal++;
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}
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void AILion::Draw(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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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, pActor->nFrame, LionSeq[nAction].b);
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}
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void AILion::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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ev->nDamage = runlist_CheckRadialDamage(pActor);
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Damage(ev);
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}
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void AILion::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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auto pSprite = &pActor->s();
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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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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (pActor->nHealth <= 0)
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{
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// R.I.P.
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->cstat &= 0xFEFE;
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pActor->nHealth = 0;
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nCreaturesKilled++;
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if (nAction < 10)
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{
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DropMagic(pActor);
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if (ev->isRadialEvent())
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{
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pActor->nAction = 11;
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}
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else
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{
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pActor->nAction = 10;
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}
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pActor->nFrame = 0;
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return;
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}
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}
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else
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{
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auto pTarget = ev->pOtherActor;
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if (pTarget)
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{
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if (pTarget->s().statnum < 199) {
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pActor->pTarget = pTarget;
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}
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if (nAction != 6)
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{
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if (RandomSize(8) <= (pActor->nHealth >> 2))
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{
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pActor->nAction = 4;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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else if (RandomSize(1))
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{
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PlotCourseToSprite(pActor, pTarget);
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pActor->nAction = 5;
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pActor->nCount = RandomSize(3);
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pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
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}
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else
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{
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pActor->nAction = 8;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->cstat &= 0xFEFE;
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}
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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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void AILion::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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auto pSprite = &pActor->s();
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int nAction = pActor->nAction;
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bool bVal = false;
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if (nAction != 7) {
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Gravity(pActor);
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}
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int nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq])
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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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int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
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auto pTarget = pActor->pTarget;
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auto nMov = MoveCreatureWithCaution(pActor);
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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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case 1:
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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, 40);
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if (pTarget)
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{
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D3PlayFX(StaticSound[kSound24], pActor);
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pActor->nAction = 2;
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pActor->nFrame = 0;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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pActor->pTarget = pTarget;
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return;
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}
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}
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}
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if (nAction && !easy())
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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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if (RandomBit())
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{
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pSprite->ang = RandomWord() & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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}
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else
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{
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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pActor->nCount = 100;
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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 ((totalmoves & 0x1F) == (pActor->nPhase & 0x1F))
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{
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PlotCourseToSprite(pActor, pTarget);
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int nAng = pSprite->ang & 0xFFF8;
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if (pSprite->cstat & 0x8000)
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{
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pSprite->xvel = bcos(nAng, 1);
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pSprite->yvel = bsin(nAng, 1);
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}
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else
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{
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pSprite->xvel = bcos(nAng, -1);
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pSprite->yvel = bsin(nAng, -1);
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}
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}
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if (nMov.type == kHitWall)
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{
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// loc_378FA:
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pSprite->ang = (pSprite->ang + 256) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -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 (nMov.actor() == pTarget)
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{
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if (pSprite->cstat & 0x8000)
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{
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pActor->nAction = 9;
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pSprite->cstat &= 0x7FFF;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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else
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{
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int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
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if (AngleDiff(pSprite->ang, nAng) < 64)
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{
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pActor->nAction = 3;
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}
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}
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pActor->nFrame = 0;
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break;
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}
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else
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{
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// loc_378FA:
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pSprite->ang = (pSprite->ang + 256) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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break;
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}
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}
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break;
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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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pActor->nAction = 1;
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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) >= 768)
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{
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pActor->nAction = 2;
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}
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else if (nFlag & 0x80)
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{
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runlist_DamageEnemy(pTarget, pActor, 10);
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}
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}
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break;
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}
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case 4:
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{
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if (bVal)
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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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if (nMov.exbits & kHitAux2)
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{
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pSprite->xvel >>= 1;
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pSprite->yvel >>= 1;
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}
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return;
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}
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case 5: // Jump away when damaged
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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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pSprite->zvel = -4000;
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pActor->nCount = 0;
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z - (GetActorHeight(pActor) >> 1);
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int nCheckDist = 0x7FFFFFFF;
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int nAngle = pSprite->ang;
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int nScanAngle = (pSprite->ang - 512) & kAngleMask;
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for (int i = 0; i < 5; i++)
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{
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HitInfo hit{};
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hitscan({ x, y, z }, pSprite->sector(), { bcos(nScanAngle), bsin(nScanAngle), 0 }, hit, CLIPMASK1);
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if (hit.hitWall)
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{
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int theX = abs(hit.hitpos.x - x);
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int theY = abs(hit.hitpos.y - y);
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if ((theX + theY) < nCheckDist)
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{
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nCheckDist = theX;
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nAngle = nScanAngle;
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}
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}
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nScanAngle += 256;
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nScanAngle &= kAngleMask;
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}
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pSprite->ang = nAngle;
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pActor->nAction = 6;
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pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
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pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
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D3PlayFX(StaticSound[kSound24], pActor);
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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 (nMov.exbits)
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{
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pActor->nAction = 2;
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pActor->nFrame = 0;
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return;
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}
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if (nMov.type == kHitWall)
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{
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pActor->nAction = 7;
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pSprite->ang = (GetWallNormal(nMov.hitWall) + 1024) & kAngleMask;
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pActor->nCount = RandomSize(4);
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return;
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}
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else if (nMov.type == kHitSprite)
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{
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if (nMov.actor() == pTarget)
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{
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int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
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if (AngleDiff(pSprite->ang, nAng) < 64)
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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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}
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else
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{
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// loc_378FA:
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pSprite->ang = (pSprite->ang + 256) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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break;
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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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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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pActor->nCount = 0;
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if (pTarget)
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{
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PlotCourseToSprite(pActor, pTarget);
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}
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else
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{
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pSprite->ang = (RandomSize(9) + (pSprite->ang + 768)) & kAngleMask;
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}
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pSprite->zvel = -1000;
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pActor->nAction = 6;
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pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
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pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
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D3PlayFX(StaticSound[kSound24], pActor);
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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->nAction = 2;
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pActor->nFrame = 0;
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pSprite->cstat |= 0x8000;
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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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if (bVal)
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{
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pActor->nFrame = 0;
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pActor->nAction = 2;
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pSprite->cstat |= 0x101;
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}
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return;
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}
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case 10:
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case 11:
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{
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if (bVal)
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{
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runlist_SubRunRec(pSprite->owner);
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runlist_SubRunRec(pActor->nRun);
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pSprite->cstat = 0x8000;
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}
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return;
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}
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}
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// loc_379AD: ?
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if (nAction != 1 && pTarget != nullptr)
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{
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if (!(pTarget->s().cstat & 0x101))
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{
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pActor->nAction = 1;
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pActor->nFrame = 0;
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pActor->nCount = 100;
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pActor->pTarget = nullptr;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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}
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}
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END_PS_NS
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