raze/source/games/exhumed/src/lion.cpp

551 lines
13 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 "aistuff.h"
#include "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
static actionSeq LionSeq[] = {
{54, 1},
{18, 0},
{0, 0},
{10, 0},
{44, 0},
{18, 0},
{26, 0},
{34, 0},
{8, 1},
{9, 1},
{52, 1},
{53, 1}
};
void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
{
spritetype* pSprite;
if (pActor == nullptr)
{
pActor = insertActor(pSector, 104);
pSprite = &pActor->s();
}
else
{
ChangeActorStat(pActor, 104);
pSprite = &pActor->s();
x = pSprite->x;
y = pSprite->y;
z = pSprite->sector()->floorz;
nAngle = pSprite->ang;
}
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
pSprite->cstat = 0x101;
pSprite->clipdist = 60;
pSprite->shade = -12;
pSprite->xrepeat = 40;
pSprite->yrepeat = 40;
pSprite->picnum = 1;
pSprite->pal = pSprite->sector()->ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->ang = nAngle;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->hitag = 0;
pSprite->extra = -1;
// GrabTimeSlot(3);
pActor->nAction = 0;
pActor->nHealth = 500;
pActor->nFrame = 0;
pActor->pTarget = nullptr;
pActor->nCount = 0;
pActor->nPhase = Counters[kCountLion]++;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x130000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x130000);
nCreaturesTotal++;
}
void AILion::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nAction = pActor->nAction;
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, pActor->nFrame, LionSeq[nAction].b);
}
void AILion::RadialDamage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
ev->nDamage = runlist_CheckRadialDamage(pActor);
Damage(ev);
}
void AILion::Damage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int nAction = pActor->nAction;
if (ev->nDamage && pActor->nHealth > 0)
{
pActor->nHealth -= dmgAdjust(ev->nDamage);
if (pActor->nHealth <= 0)
{
// R.I.P.
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->cstat &= 0xFEFE;
pActor->nHealth = 0;
nCreaturesKilled++;
if (nAction < 10)
{
DropMagic(pActor);
if (ev->isRadialEvent())
{
pActor->nAction = 11;
}
else
{
pActor->nAction = 10;
}
pActor->nFrame = 0;
return;
}
}
else
{
auto pTarget = ev->pOtherActor;
if (pTarget)
{
if (pTarget->s().statnum < 199) {
pActor->pTarget = pTarget;
}
if (nAction != 6)
{
if (RandomSize(8) <= (pActor->nHealth >> 2))
{
pActor->nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
else if (RandomSize(1))
{
PlotCourseToSprite(pActor, pTarget);
pActor->nAction = 5;
pActor->nCount = RandomSize(3);
pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
}
else
{
pActor->nAction = 8;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->cstat &= 0xFEFE;
}
pActor->nFrame = 0;
}
}
}
}
}
void AILion::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int nAction = pActor->nAction;
bool bVal = false;
if (nAction != 7) {
Gravity(pActor);
}
int nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
pActor->nFrame = 0;
bVal = true;
}
int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
auto pTarget = pActor->pTarget;
auto nMov = MoveCreatureWithCaution(pActor);
switch (nAction)
{
default:
return;
case 0:
case 1:
{
if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
{
if (pTarget == nullptr)
{
pTarget = FindPlayer(pActor, 40);
if (pTarget)
{
D3PlayFX(StaticSound[kSound24], pActor);
pActor->nAction = 2;
pActor->nFrame = 0;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
pActor->pTarget = pTarget;
return;
}
}
}
if (nAction && !easy())
{
pActor->nCount--;
if (pActor->nCount <= 0)
{
if (RandomBit())
{
pSprite->ang = RandomWord() & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
}
else
{
pSprite->xvel = 0;
pSprite->yvel = 0;
}
pActor->nCount = 100;
}
}
return;
}
case 2:
{
if ((totalmoves & 0x1F) == (pActor->nPhase & 0x1F))
{
PlotCourseToSprite(pActor, pTarget);
int nAng = pSprite->ang & 0xFFF8;
if (pSprite->cstat & 0x8000)
{
pSprite->xvel = bcos(nAng, 1);
pSprite->yvel = bsin(nAng, 1);
}
else
{
pSprite->xvel = bcos(nAng, -1);
pSprite->yvel = bsin(nAng, -1);
}
}
if (nMov.type == kHitWall)
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
else if (nMov.type == kHitSprite)
{
if (nMov.actor() == pTarget)
{
if (pSprite->cstat & 0x8000)
{
pActor->nAction = 9;
pSprite->cstat &= 0x7FFF;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
else
{
int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
pActor->nAction = 3;
}
}
pActor->nFrame = 0;
break;
}
else
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
}
break;
}
case 3:
{
if (pTarget == nullptr)
{
pActor->nAction = 1;
pActor->nCount = 50;
}
else
{
if (PlotCourseToSprite(pActor, pTarget) >= 768)
{
pActor->nAction = 2;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(pTarget, pActor, 10);
}
}
break;
}
case 4:
{
if (bVal)
{
pActor->nAction = 2;
pActor->nFrame = 0;
}
if (nMov.exbits & kHitAux2)
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
}
return;
}
case 5: // Jump away when damaged
{
pActor->nCount--;
if (pActor->nCount <= 0)
{
pSprite->zvel = -4000;
pActor->nCount = 0;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z - (GetActorHeight(pActor) >> 1);
int nCheckDist = 0x7FFFFFFF;
int nAngle = pSprite->ang;
int nScanAngle = (pSprite->ang - 512) & kAngleMask;
for (int i = 0; i < 5; i++)
{
HitInfo hit{};
hitscan({ x, y, z }, pSprite->sector(), { bcos(nScanAngle), bsin(nScanAngle), 0 }, hit, CLIPMASK1);
if (hit.hitWall)
{
int theX = abs(hit.hitpos.x - x);
int theY = abs(hit.hitpos.y - y);
if ((theX + theY) < nCheckDist)
{
nCheckDist = theX;
nAngle = nScanAngle;
}
}
nScanAngle += 256;
nScanAngle &= kAngleMask;
}
pSprite->ang = nAngle;
pActor->nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], pActor);
}
return;
}
case 6:
{
if (nMov.exbits)
{
pActor->nAction = 2;
pActor->nFrame = 0;
return;
}
if (nMov.type == kHitWall)
{
pActor->nAction = 7;
pSprite->ang = (GetWallNormal(nMov.hitWall) + 1024) & kAngleMask;
pActor->nCount = RandomSize(4);
return;
}
else if (nMov.type == kHitSprite)
{
if (nMov.actor() == pTarget)
{
int nAng = getangle(pTarget->s().x - pSprite->x, pTarget->s().y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
pActor->nAction = 3;
pActor->nFrame = 0;
}
}
else
{
// loc_378FA:
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
}
return;
}
case 7:
{
pActor->nCount--;
if (pActor->nCount <= 0)
{
pActor->nCount = 0;
if (pTarget)
{
PlotCourseToSprite(pActor, pTarget);
}
else
{
pSprite->ang = (RandomSize(9) + (pSprite->ang + 768)) & kAngleMask;
}
pSprite->zvel = -1000;
pActor->nAction = 6;
pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
D3PlayFX(StaticSound[kSound24], pActor);
}
return;
}
case 8:
{
if (bVal)
{
pActor->nAction = 2;
pActor->nFrame = 0;
pSprite->cstat |= 0x8000;
}
return;
}
case 9:
{
if (bVal)
{
pActor->nFrame = 0;
pActor->nAction = 2;
pSprite->cstat |= 0x101;
}
return;
}
case 10:
case 11:
{
if (bVal)
{
runlist_SubRunRec(pSprite->owner);
runlist_SubRunRec(pActor->nRun);
pSprite->cstat = 0x8000;
}
return;
}
}
// loc_379AD: ?
if (nAction != 1 && pTarget != nullptr)
{
if (!(pTarget->s().cstat & 0x101))
{
pActor->nAction = 1;
pActor->nFrame = 0;
pActor->nCount = 100;
pActor->pTarget = nullptr;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
}
END_PS_NS