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https://github.com/ZDoom/Raze.git
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d31fe01b6d
Just for fun. ;)
422 lines
12 KiB
C++
422 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 "engine.h"
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#include "exhumed.h"
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#include "sequence.h"
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#include <assert.h>
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BEGIN_PS_NS
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struct Wasp
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{
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short nHealth;
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short nFrame;
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short nAction;
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short nSprite;
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short nRun;
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short nTarget;
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short nCount;
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short nAngle;
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short nAngle2;
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short nVel;
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short nDamage;
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};
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TArray<Wasp> WaspList;
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static actionSeq WaspSeq[] = {
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{0, 0},
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{0, 0},
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{9, 0},
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{18, 0},
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{27, 1},
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{28, 1},
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{29, 1}
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};
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Wasp& w, Wasp* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("run", w.nRun)
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("count", w.nCount)
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("angle", w.nAngle)
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("angle2", w.nAngle2)
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("vel", w.nVel)
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("damage", w.nDamage)
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.EndObject();
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}
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return arc;
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}
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void SerializeWasp(FSerializer& arc)
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{
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arc("wasp", WaspList);
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}
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int WaspCount()
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{
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return WaspList.Size();
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}
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void InitWasps()
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{
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WaspList.Clear();
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}
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void SetWaspVel(short nSprite)
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{
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sprite[nSprite].xvel = bcos(sprite[nSprite].ang);
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sprite[nSprite].yvel = bsin(sprite[nSprite].ang);
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}
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int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
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{
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auto nWasp = WaspList.Reserve(1);
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uint8_t bEggWasp = false;
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if (nSprite == -2) {
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bEggWasp = true;
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}
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if (nSprite < 0)
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{
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nSprite = insertsprite(nSector, 107);
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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sprite[nSprite].z = z;
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}
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else
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{
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nAngle = sprite[nSprite].ang;
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changespritestat(nSprite, 107);
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}
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sprite[nSprite].shade = -12;
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sprite[nSprite].cstat = 0x101;
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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sprite[nSprite].clipdist = 70;
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if (bEggWasp)
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{
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sprite[nSprite].xrepeat = 20;
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sprite[nSprite].yrepeat = 20;
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}
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else
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{
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sprite[nSprite].xrepeat = 50;
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sprite[nSprite].yrepeat = 50;
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}
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].ang = nAngle;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = -1;
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// GrabTimeSlot(3);
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WaspList[nWasp].nAction = 0;
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WaspList[nWasp].nFrame = 0;
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WaspList[nWasp].nSprite = nSprite;
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WaspList[nWasp].nTarget = -1;
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WaspList[nWasp].nHealth = 800;
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WaspList[nWasp].nDamage = 10;
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if (bEggWasp)
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{
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WaspList[nWasp].nCount = 60;
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WaspList[nWasp].nDamage /= 2;
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}
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else
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{
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WaspList[nWasp].nCount = RandomSize(5);
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}
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WaspList[nWasp].nAngle = 0;
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WaspList[nWasp].nVel = 0;
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WaspList[nWasp].nAngle2 = RandomSize(7) + 127;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nWasp | 0x1E0000);
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WaspList[nWasp].nRun = runlist_AddRunRec(NewRun, nWasp | 0x1E0000);
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nCreaturesTotal++;
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return nSprite;
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}
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void FuncWasp(int a, int nDamage, int nRun)
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{
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short nWasp = RunData[nRun].nVal;
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short nSprite = WaspList[nWasp].nSprite;
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short nAction = WaspList[nWasp].nAction;
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short nTarget = -1;
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bool bVal = false;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b);
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return;
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}
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case 0xA0000:
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{
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if (!(sprite[nSprite].cstat & 0x101))
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return;
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nDamage = runlist_CheckRadialDamage(nSprite);
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// fall through to case 0x80000
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fallthrough__;
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}
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case 0x80000:
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{
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if (!nDamage) {
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return;
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}
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if (WaspList[nWasp].nHealth > 0)
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{
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WaspList[nWasp].nHealth -= dmgAdjust(nDamage, 3);
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if (WaspList[nWasp].nHealth > 0)
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{
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if (!RandomSize(4))
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{
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WaspList[nWasp].nAction = 3;
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WaspList[nWasp].nFrame = 0;
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}
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WaspList[nWasp].nAction = 1;
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sprite[nSprite].ang += RandomSize(9) + 768;
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sprite[nSprite].ang &= kAngleMask;
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WaspList[nWasp].nVel = 3000;
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sprite[nSprite].zvel = (-20) - RandomSize(6);
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}
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else
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{
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// Wasp is dead
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WaspList[nWasp].nAction = 4;
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WaspList[nWasp].nFrame = 0;
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sprite[nSprite].cstat = 0;
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sprite[nSprite].ang = (sprite[nSprite].ang + 1024) & kAngleMask;
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SetWaspVel(nSprite);
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sprite[nSprite].zvel = 512;
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nCreaturesKilled++;
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}
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}
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return;
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}
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case 0x20000:
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{
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short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame);
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seq_MoveSequence(nSprite, nSeq, WaspList[nWasp].nFrame);
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WaspList[nWasp].nFrame++;
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if (WaspList[nWasp].nFrame >= SeqSize[nSeq])
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{
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WaspList[nWasp].nFrame = 0;
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bVal = true;
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}
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if (WaspList[nWasp].nHealth > 0)
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{
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nTarget = WaspList[nWasp].nTarget;
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if (nTarget > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwater)))
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{
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// goto pink
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WaspList[nWasp].nTarget = -1;
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WaspList[nWasp].nAction = 0;
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WaspList[nWasp].nCount = RandomSize(6);
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return;
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}
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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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sprite[nSprite].zvel = bsin(WaspList[nWasp].nAngle, -4);
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WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2;
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WaspList[nWasp].nAngle &= kAngleMask;
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MoveCreature(nSprite);
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if (nTarget >= 0)
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{
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WaspList[nWasp].nCount--;
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if (WaspList[nWasp].nCount > 0)
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{
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PlotCourseToSprite(nSprite, nTarget);
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}
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else
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{
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sprite[nSprite].zvel = 0;
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WaspList[nWasp].nAction = 1;
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WaspList[nWasp].nFrame = 0;
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WaspList[nWasp].nVel = 1500;
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WaspList[nWasp].nCount = RandomSize(5) + 60;
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}
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}
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else
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{
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if ((nWasp & 0x1F) == (totalmoves & 0x1F)) {
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WaspList[nWasp].nTarget = FindPlayer(nSprite, 60);
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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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WaspList[nWasp].nCount--;
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if (WaspList[nWasp].nCount <= 0)
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{
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WaspList[nWasp].nAction = 0;
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WaspList[nWasp].nCount = RandomSize(6);
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return;
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}
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int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16);
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switch (nChaseVal & 0xC000)
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{
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default:
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return;
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case 0x8000:
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{
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return;
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}
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case 0xC000:
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{
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short nSprite2 = (nChaseVal & 0x3FFF);
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if (nSprite2 == nTarget)
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{
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage);
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WaspList[nWasp].nAction = 2;
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WaspList[nWasp].nFrame = 0;
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}
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return;
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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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case 3:
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{
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if (bVal)
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{
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sprite[nSprite].ang += RandomSize(9) + 768;
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sprite[nSprite].ang &= kAngleMask;
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sprite[nSprite].zvel = (-20) - RandomSize(6);
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WaspList[nWasp].nAction = 1;
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WaspList[nWasp].nVel = 3000;
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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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int nMove = MoveCreature(nSprite) & 0x8000;
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nMove |= 0xC000;
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if (nMove)
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{
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 1024;
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WaspList[nWasp].nAction = 5;
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WaspList[nWasp].nFrame = 0;
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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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short nSector = sprite[nSprite].sectnum;
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sprite[nSprite].z += sprite[nSprite].zvel;
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if (sprite[nSprite].z >= sector[nSector].floorz)
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{
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if (SectBelow[nSector] > -1)
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{
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BuildSplash(nSprite, nSector);
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sprite[nSprite].cstat |= 0x8000;
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}
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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WaspList[nWasp].nAction = 6;
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WaspList[nWasp].nFrame = 0;
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runlist_SubRunRec(WaspList[nWasp].nRun);
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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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}
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}
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END_PS_NS
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