mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-10 11:00:46 +00:00
496 lines
12 KiB
C++
496 lines
12 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 "sequence.h"
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#include "sound.h"
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#include "exhumed.h"
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#include <assert.h>
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#include "engine.h"
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BEGIN_PS_NS
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static actionSeq MummySeq[] = {
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{8, 0},
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{0, 0},
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{16, 0},
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{24, 0},
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{32, 1},
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{40, 1},
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{48, 1},
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{50, 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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void BuildMummy(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle)
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{
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if (pActor == nullptr)
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{
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pActor = insertActor(pSector, 102);
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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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nAngle = pActor->spr.angle;
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ChangeActorStat(pActor, 102);
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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->set_const_clipdist(32);
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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.xrepeat = 42;
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pActor->spr.yrepeat = 42;
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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.angle = nAngle;
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pActor->spr.picnum = 1;
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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 = 0;
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pActor->nHealth = 640;
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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[kCountMummy]++;
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0xE0000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0xE0000);
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nCreaturesTotal++;
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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 CheckMummyRevive(DExhumedActor* pActor)
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{
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ExhumedStatIterator it(102);
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while (auto pOther = it.Next())
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{
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if (pOther != pActor)
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{
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if (pOther->nAction != 5) {
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continue;
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}
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double x = abs(pOther->spr.pos.X - pActor->spr.pos.X);
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double y = abs(pOther->spr.pos.Y - pActor->spr.pos.Y);
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if (x <= 320 && y <= 320)
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{
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if (cansee(pActor->spr.pos.plusZ(-32), pActor->sector(), pOther->spr.pos.plusZ(-32), pOther->sector()))
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{
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pOther->spr.cstat = 0;
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pOther->nAction = 6;
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pOther->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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//
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//---------------------------------------------------------------------------
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void AIMummy::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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DExhumedActor* targ = pActor->pTarget;
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auto pTarget = UpdateEnemy(&targ);
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pActor->pTarget = targ;
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int nAction = pActor->nAction;
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Gravity(pActor);
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int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
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pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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int nFrame = SeqBase[nSeq] + pActor->nFrame;
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int nFrameFlag = FrameFlag[nFrame];
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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bool bVal = false;
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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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if (pTarget != nullptr && nAction < 4)
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{
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if ((!pTarget->spr.cstat) && nAction)
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{
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pActor->nAction = 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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}
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}
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auto nMov = MoveCreatureWithCaution(pActor);
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if (nAction > 7)
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return;
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switch (nAction)
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{
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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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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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if (pTarget == nullptr)
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{
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pTarget = FindPlayer(pActor, 100);
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if (pTarget != nullptr)
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{
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D3PlayFX(StaticSound[kSound7], pActor);
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pActor->nFrame = 0;
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pActor->pTarget = pTarget;
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pActor->nAction = 1;
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pActor->nCount = 90;
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pActor->VelFromAngle(-2);
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}
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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 (pActor->nCount > 0)
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{
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pActor->nCount--;
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}
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if ((pActor->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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PlotCourseToSprite(pActor, pTarget);
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if (pActor->nAction == 1)
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{
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if (RandomBit() && pTarget)
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{
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if (cansee(pActor->spr.pos.plusZ(-GetActorHeight(pActor)), pActor->sector(),
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pTarget->spr.pos.plusZ(-GetActorHeight(pTarget)), pTarget->sector()))
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{
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pActor->nAction = 3;
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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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}
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// loc_2B5A8
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if (!pActor->nFrame)
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{
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pActor->VelFromAngle(-1);
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}
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if (pActor->vel.X != 0 || pActor->vel.Y != 0)
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{
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if (pActor->vel.X > 0)
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{
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pActor->vel.X -= 64;
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if (pActor->vel.X < 0) {
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pActor->vel.X = 0;
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}
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}
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else if (pActor->vel.X < 0)
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{
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pActor->vel.X += 64;
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if (pActor->vel.X > 0) {
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pActor->vel.X = 0;
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}
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}
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if (pActor->vel.Y > 0)
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{
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pActor->vel.Y -= 64;
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if (pActor->vel.Y < 0) {
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pActor->vel.Y = 0;
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}
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}
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else if (pActor->vel.Y < 0)
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{
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pActor->vel.Y += 64;
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if (pActor->vel.Y > 0) {
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pActor->vel.Y = 0;
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}
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}
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}
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switch (nMov.type)
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{
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case kHitWall:
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{
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pActor->spr.angle += DAngle180 + mapangle(RandomWord() & 0x3FF);
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pActor->VelFromAngle(-2);
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return;
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}
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case kHitSprite:
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{
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if (nMov.actor() == pTarget)
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{
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auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos));
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if (nAngDiff < DAngle22_5 / 2)
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{
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pActor->nAction = 2;
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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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}
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}
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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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case 2:
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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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}
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else
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{
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if (PlotCourseToSprite(pActor, pTarget) >= 64)
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{
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pActor->nAction = 1;
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pActor->nFrame = 0;
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}
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else if (nFrameFlag & 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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return;
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}
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case 3:
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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 = 0;
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pActor->nCount = 100;
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pActor->pTarget = nullptr;
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return;
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}
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else if (nFrameFlag & 0x80)
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{
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SetQuake(pActor, 100);
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// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
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auto pBullet = BuildBullet(pActor, 9, -60, pActor->spr.angle, pTarget, 1);
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CheckMummyRevive(pActor);
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if (pBullet)
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{
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if (!RandomSize(3))
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{
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SetBulletEnemy(pBullet->nPhase, pTarget);
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pBullet->spr.pal = 5;
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}
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}
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}
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return;
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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->nFrame = 0;
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pActor->nAction = 5;
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}
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return;
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}
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case 5:
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{
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pActor->nFrame = 0;
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return;
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}
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case 6:
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{
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if (bVal)
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{
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->nAction = 0;
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pActor->nHealth = 300;
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pActor->pTarget = nullptr;
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nCreaturesTotal++;
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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 (nMov.exbits)
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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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}
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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;
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->pTarget = nullptr;
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}
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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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//---------------------------------------------------------------------------
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void AIMummy::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[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b);
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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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void AIMummy::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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if (pActor->nHealth <= 0)
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return;
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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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 AIMummy::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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if (ev->nDamage <= 0)
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return;
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if (pActor->nHealth <= 0) {
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return;
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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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pActor->nHealth = 0;
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pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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nCreaturesKilled++;
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DropMagic(pActor);
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pActor->nFrame = 0;
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pActor->nAction = 4;
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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.pos.Z = pActor->sector()->floorz;
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}
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else
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{
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if (!RandomSize(2))
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{
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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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}
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}
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return;
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}
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END_PS_NS
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