mirror of
https://github.com/ZDoom/Raze.git
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399 lines
9.4 KiB
C++
399 lines
9.4 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 "exhumed.h"
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#include "engine.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 SpiderSeq[] = {
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{16, 0},
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{8, 0},
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{32, 0},
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{24, 0},
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{0, 0},
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{40, 1},
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{41, 1}
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};
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DExhumedActor* BuildSpider(DExhumedActor* spp, const DVector3& pos, sectortype* pSector, DAngle nAngle)
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{
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if (spp == nullptr)
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{
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spp = insertActor(pSector, 99);
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spp->spr.pos = pos;
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}
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else
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{
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ChangeActorStat(spp, 99);
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spp->spr.pos.Z = spp->sector()->floorz;
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nAngle = spp->spr.angle;
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}
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spp->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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spp->spr.shade = -12;
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spp->set_const_clipdist(15);
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spp->vel.X = 0;
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spp->vel.Y = 0;
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spp->vel.Z = 0;
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spp->spr.xrepeat = 40;
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spp->spr.yrepeat = 40;
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spp->spr.pal = spp->sector()->ceilingpal;
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spp->spr.xoffset = 0;
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spp->spr.yoffset = 0;
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spp->spr.angle = nAngle;
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spp->spr.picnum = 1;
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spp->spr.hitag = 0;
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spp->spr.lotag = runlist_HeadRun() + 1;
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spp->spr.extra = -1;
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// GrabTimeSlot(3);
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spp->nAction = 0;
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spp->nFrame = 0;
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spp->pTarget = nullptr;
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spp->nHealth = 160;
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spp->nPhase = Counters[kCountSpider]++;
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spp->spr.intowner = runlist_AddRunRec(spp->spr.lotag - 1, spp, 0xC0000);
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spp->nRun = runlist_AddRunRec(NewRun, spp, 0xC0000);
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nCreaturesTotal++;
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return spp;
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}
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void AISpider::Tick(RunListEvent* ev)
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{
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auto spp = ev->pObjActor;
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if (!spp) return;
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int nAction = spp->nAction;
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int nVel = 6;
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if (spp->nHealth)
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{
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if (spp->spr.cstat & CSTAT_SPRITE_YFLIP)
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{
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spp->spr.pos.Z = spp->sector()->ceilingz + GetActorHeight(spp);
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}
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else
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{
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Gravity(spp);
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}
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}
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int nSeq = SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a;
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spp->spr.picnum = seq_GetSeqPicnum2(nSeq, spp->nFrame);
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seq_MoveSequence(spp, nSeq, spp->nFrame);
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int nFrameFlag = FrameFlag[SeqBase[nSeq] + spp->nFrame];
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spp->nFrame++;
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if (spp->nFrame >= SeqSize[nSeq]) {
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spp->nFrame = 0;
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}
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DExhumedActor* pTarget = spp->pTarget;
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if (pTarget == nullptr || pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)
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{
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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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{
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if ((spp->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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if (pTarget == nullptr) {
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pTarget = FindPlayer(spp, 100);
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}
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if (pTarget)
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{
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spp->nAction = 1;
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spp->nFrame = 0;
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spp->pTarget = pTarget;
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spp->VelFromAngle();
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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 1:
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{
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if (pTarget) {
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nVel++;
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}
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goto case_3;
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break;
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}
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case 4:
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{
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if (!spp->nFrame)
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{
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spp->nFrame = 0;
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spp->nAction = 1;
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}
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[[fallthrough]];
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}
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case 3:
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{
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case_3:
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auto pSector =spp->sector();
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if (spp->spr.cstat & CSTAT_SPRITE_YFLIP)
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{
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spp->vel.Z = 0;
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spp->spr.pos.Z = pSector->ceilingz + (tileHeight(spp->spr.picnum) / 8.); // was << 5 in Build coordinates
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if (pSector->ceilingstat & CSTAT_SECTOR_SKY)
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{
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spp->spr.cstat ^= CSTAT_SPRITE_YFLIP;
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spp->vel.Z = 1./256.;
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spp->nAction = 3;
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spp->nFrame = 0;
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}
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}
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if ((totalmoves & 0x1F) == (spp->nPhase & 0x1F))
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{
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PlotCourseToSprite(spp, pTarget);
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if (RandomSize(3))
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{
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spp->VelFromAngle();
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}
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else
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{
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spp->vel.X = 0;
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spp->vel.Y = 0;
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}
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if (spp->nAction == 1 && RandomBit())
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{
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if (spp->spr.cstat & CSTAT_SPRITE_YFLIP)
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{
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spp->spr.cstat ^= CSTAT_SPRITE_YFLIP;
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spp->vel.Z = 1./256.;
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spp->spr.pos.Z = spp->sector()->ceilingz+ GetActorHeight(spp);
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}
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else
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{
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spp->vel.Z = -20;
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}
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spp->nAction = 3;
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spp->nFrame = 0;
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if (!RandomSize(3)) {
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D3PlayFX(StaticSound[kSound29], spp);
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}
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}
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}
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break;
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}
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case 5:
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{
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if (!spp->nFrame)
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{
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runlist_DoSubRunRec(spp->spr.intowner);
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runlist_FreeRun(spp->spr.lotag - 1);
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runlist_SubRunRec(spp->nRun);
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spp->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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DeleteActor(spp);
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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 (pTarget)
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{
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if (nFrameFlag & 0x80)
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{
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runlist_DamageEnemy(pTarget, spp, 3);
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D3PlayFX(StaticSound[kSound38], spp);
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}
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if (PlotCourseToSprite(spp, pTarget) < 1024) {
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return;
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}
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spp->nAction = 1;
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}
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else
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{
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spp->nAction = 0;
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spp->vel.X = 0;
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spp->vel.Y = 0;
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}
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spp->nFrame = 0;
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break;
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}
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}
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}
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else
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{
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spp->pTarget = nullptr;
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spp->nAction = 0;
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spp->nFrame = 0;
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spp->vel.X = 0;
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spp->vel.Y = 0;
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}
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auto nMov = movesprite___(spp, spp->vel, 1 << nVel, 1280, -1280, CLIPMASK0);
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if (nMov.type == kHitNone && nMov.exbits == 0)
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return;
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if (nMov.exbits & kHitAux1
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&& spp->vel.Z < 0
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&& hiHit.type != kHitSprite
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&& !((spp->sector()->ceilingstat) & CSTAT_SECTOR_SKY))
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{
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spp->spr.cstat |= CSTAT_SPRITE_YFLIP;
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spp->spr.pos.Z = spp->sector()->ceilingz + GetActorHeight(spp);
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spp->vel.Z = 0;
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spp->nAction = 1;
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spp->nFrame = 0;
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return;
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}
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else
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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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spp->spr.angle += DAngle45;
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spp->VelFromAngle();
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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 = AngleDiff(spp->spr.angle, VecToAngle(pTarget->spr.pos - spp->spr.pos));
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if (nAngDiff < 64)
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{
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spp->nAction = 2;
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spp->nFrame = 0;
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}
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}
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return;
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}
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default:
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break;
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}
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if (spp->nAction == 3)
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{
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spp->nAction = 1;
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spp->nFrame = 0;
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}
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return;
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}
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return;
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}
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void AISpider::Draw(RunListEvent* ev)
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{
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auto spp = ev->pObjActor;
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if (!spp) return;
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int nAction = spp->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a, spp->nFrame, SpiderSeq[nAction].b);
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}
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void AISpider::RadialDamage(RunListEvent* ev)
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{
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auto spp = ev->pObjActor;
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if (!spp) return;
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if (spp->nHealth <= 0)
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return;
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ev->nDamage = runlist_CheckRadialDamage(spp);
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Damage(ev);
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}
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void AISpider::Damage(RunListEvent* ev)
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{
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auto spp = ev->pObjActor;
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if (!spp) return;
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if (!ev->nDamage)
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return;
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DExhumedActor* pTarget = ev->pOtherActor;
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spp->nHealth -= dmgAdjust(ev->nDamage);
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if (spp->nHealth > 0)
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{
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/*
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NOTE:
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nTarget check was added, but should we return if it's invalid instead
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or should code below (action set, b set) happen?
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Other AI doesn't show consistency in this regard (see Scorpion code)
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*/
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if (pTarget && pTarget->spr.statnum == 100)
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{
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spp->pTarget = pTarget;
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}
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spp->nAction = 4;
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spp->nFrame = 0;
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}
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else
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{
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// creature is dead, make some chunks
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spp->nHealth = 0;
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spp->nAction = 5;
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spp->nFrame = 0;
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spp->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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nCreaturesKilled++;
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for (int i = 0; i < 7; i++)
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{
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BuildCreatureChunk(spp, seq_GetSeqPicnum(kSeqSpider, i + 41, 0));
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}
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}
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}
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END_PS_NS
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