mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-03 09:32:45 +00:00
fb2629002f
This isn't usable yet because only the play code is present.
232 lines
5 KiB
C++
232 lines
5 KiB
C++
#include "ns.h"
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#include "wh.h"
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BEGIN_WH_NS
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static void chase(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0)
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spr.lotag = 250;
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if (plr.z < spr.z) {
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spr.z -= TICSPERFRAME << 8;
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}
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if (plr.z > spr.z) {
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spr.z += TICSPERFRAME << 8;
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}
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short osectnum = spr.sectnum;
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if (krand() % 63 == 0) {
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if (cansee(plr.x, plr.y, plr.z, plr.sector, sprite[i].x, sprite[i].y,
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sprite[i].z - (tileHeight(sprite[i].picnum) << 7), sprite[i].sectnum) && plr.invisibletime < 0)
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newstatus(i, ATTACK);
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return;
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}
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else {
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if (lockclock % 100 > 70)
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trailingsmoke(i, true);
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int dax = ((sintable[(sprite[i].ang + 512) & 2047] * TICSPERFRAME) << 2);
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int day = ((sintable[sprite[i].ang & 2047] * TICSPERFRAME) << 2);
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checksight(plr, i);
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if (!checkdist(plr, i)) {
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checkmove(i, dax, day);
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}
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else {
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if (plr.invisibletime < 0) {
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if (krand() % 8 == 0) // NEW
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newstatus(i, ATTACK); // NEW
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else { // NEW
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sprite[i].ang = (short)(((krand() & 512 - 256) + sprite[i].ang + 1024) & 2047); // NEW
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newstatus(i, CHASE); // NEW
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}
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}
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}
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}
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(i);
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checksector6(i);
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processfluid(i, zr_florhit, true);
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if (sector[osectnum].lotag == KILLSECTOR && spr.z + (8 << 8) >= sector[osectnum].floorz) {
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spr.hitag--;
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if (spr.hitag < 0)
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newstatus(i, DIE);
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}
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setsprite(i, spr.x, spr.y, spr.z);
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if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
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|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
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if (spr.z + (8 << 8) >= sector[osectnum].floorz) {
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spr.hitag--;
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if (spr.hitag < 0)
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newstatus(i, DIE);
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}
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}
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}
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static void search(PLAYER& plr, short i) {
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aisearch(plr, i, true);
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checksector6(i);
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}
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static void pain(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0) {
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spr.picnum = DEMON;
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spr.ang = (short)plr.ang;
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newstatus(i, FLEE);
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}
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aifly(i);
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setsprite(i, spr.x, spr.y, spr.z);
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}
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static void face(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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boolean cansee = ::cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7), spr.sectnum);
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if (cansee && plr.invisibletime < 0) {
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spr.ang = (short)(getangle(plr.x - spr.x, plr.y - spr.y) & 2047);
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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newstatus(i, FLEE);
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}
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else {
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spr.owner = plr.spritenum;
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newstatus(i, CHASE);
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}
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}
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else { // get off the wall
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if (spr.owner == plr.spritenum) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang) & 2047);
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newstatus(i, FINDME);
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}
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else if (cansee) newstatus(i, FLEE);
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}
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if (checkdist(plr, i))
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newstatus(i, ATTACK);
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}
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static void attack(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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if (plr.z < spr.z) {
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spr.z -= TICSPERFRAME << 8;
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}
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if (plr.z > spr.z) {
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spr.z += TICSPERFRAME << 8;
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}
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0) {
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum))
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newstatus(i, CAST);
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else
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newstatus(i, CHASE);
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}
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else
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spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
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}
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static void flee(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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short osectnum = spr.sectnum;
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int movestat = aifly(i);
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if (movestat != 0) {
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if ((movestat & kHitTypeMask) == kHitWall) {
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int nWall = movestat & kHitIndexMask;
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int nx = -(wall[wall[nWall].point2].y - wall[nWall].y) >> 4;
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int ny = (wall[wall[nWall].point2].x - wall[nWall].x) >> 4;
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spr.ang = getangle(nx, ny);
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}
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else {
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spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
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newstatus(i, FACE);
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}
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}
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if (spr.lotag < 0)
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newstatus(i, FACE);
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(i);
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if (checksector6(i))
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return;
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processfluid(i, zr_florhit, true);
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setsprite(i, spr.x, spr.y, spr.z);
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}
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static void cast(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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if (plr.z < spr.z) {
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spr.z -= TICSPERFRAME << 8;
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}
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if (plr.z > spr.z) {
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spr.z += TICSPERFRAME << 8;
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}
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if (spr.lotag < 0) {
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castspell(plr, i);
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newstatus(i, CHASE);
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}
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}
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static void nuked(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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chunksofmeat(plr, i, spr.x, spr.y, spr.z, spr.sectnum, spr.ang);
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trailingsmoke(i, false);
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newstatus((short)i, DIE);
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}
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void createDemonAI() {
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auto& e = enemy[DEMONTYPE];
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enemy[DEMONTYPE].info.Init(38, 41, 4096 + 2048, 120, 0, 64, true, 300, 0);
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e.chase = chase;
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e.resurect;
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e.nuked = nuked;
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e.frozen;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.flee = flee;
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e.cast = cast;
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e.die;
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e.skirmish;
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e.stand;
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e.search = search;
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}
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void premapDemon(short i) {
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SPRITE& spr = sprite[i];
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spr.detail = DEMONTYPE;
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changespritestat(i, FACE);
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enemy[DEMONTYPE].info.set(spr);
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}
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END_WH_NS
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