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

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "sequence.h"
#include "sound.h"
#include "exhumed.h"
#include <assert.h>
#include "engine.h"
BEGIN_PS_NS
struct Mummy
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nIndex;
short nCount;
short nRun;
};
TArray<Mummy> MummyList;
static actionSeq MummySeq[] = {
{8, 0},
{0, 0},
{16, 0},
{24, 0},
{32, 1},
{40, 1},
{48, 1},
{50, 0}
};
FSerializer& Serialize(FSerializer& arc, const char* keyname, Mummy& w, Mummy* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("index", w.nIndex)
("count", w.nCount)
("run", w.nRun)
.EndObject();
}
return arc;
}
void SerializeMummy(FSerializer& arc)
{
arc("mummy", MummyList);
}
void InitMummy()
{
MummyList.Clear();
}
void BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
{
auto nMummy = MummyList.Reserve(1);
auto pSprite = &sprite[nSprite];
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 102);
pSprite = &sprite[nSprite];
}
else
{
x = pSprite->x;
y = pSprite->y;
z = pSprite->z;
nAngle = pSprite->ang;
changespritestat(nSprite, 102);
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
pSprite->cstat = 0x101;
pSprite->shade = -12;
pSprite->clipdist = 32;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->xrepeat = 42;
pSprite->yrepeat = 42;
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->ang = nAngle;
pSprite->picnum = 1;
pSprite->hitag = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
// GrabTimeSlot(3);
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nHealth = 640;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nSprite = nSprite;
MummyList[nMummy].nTarget = -1;
MummyList[nMummy].nIndex = nMummy;
MummyList[nMummy].nCount = 0;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nMummy, 0xE0000);
MummyList[nMummy].nRun = runlist_AddRunRec(NewRun, nMummy, 0xE0000);
nCreaturesTotal++;
}
void CheckMummyRevive(short nMummy)
{
short nSprite = MummyList[nMummy].nSprite;
auto pSprite = &sprite[nSprite];
for (unsigned i = 0; i < MummyList.Size(); i++)
{
2021-10-08 17:22:21 +00:00
if ((int)i != nMummy)
{
short nSprite2 = MummyList[i].nSprite;
if (sprite[nSprite2].statnum != 102) {
continue;
}
if (MummyList[i].nAction != 5) {
continue;
}
int x = abs(sprite[nSprite2].x - pSprite->x) >> 8;
int y = abs(sprite[nSprite2].y - pSprite->y) >> 8;
if (x <= 20 && y <= 20)
{
if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sectnum,
sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z - 8192, sprite[nSprite2].sectnum))
{
sprite[nSprite2].cstat = 0;
MummyList[i].nAction = 6;
MummyList[i].nFrame = 0;
}
}
}
}
}
void FuncMummy(int nObject, int nMessage, int nDamage, int nRun)
{
short nMummy = RunData[nRun].nVal;
assert(nMummy >= 0 && nMummy < kMaxMummies);
short nTarget = UpdateEnemy(&MummyList[nMummy].nTarget);
short nSprite = MummyList[nMummy].nSprite;
auto pSprite = &sprite[nSprite];
short nAction = MummyList[nMummy].nAction;
switch (nMessage)
{
default:
{
DebugOut("unknown msg %d for Mummy\n", nMessage);
break;
}
case 0x20000:
{
Gravity(nSprite);
int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].nFrame);
short nFrame = SeqBase[nSeq] + MummyList[nMummy].nFrame;
short nFrameFlag = FrameFlag[nFrame];
seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].nFrame);
bool bVal = false;
MummyList[nMummy].nFrame++;
if (MummyList[nMummy].nFrame >= SeqSize[nSeq])
{
MummyList[nMummy].nFrame = 0;
bVal = true;
}
if (nTarget != -1 && nAction < 4)
{
if ((!sprite[nTarget].cstat) && nAction)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
int nMov = MoveCreatureWithCaution(nSprite);
if (nAction > 7)
return;
switch (nAction)
{
case 0:
{
if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = 0x101;
if (nTarget < 0)
{
int nTarget = FindPlayer(nSprite, 100);
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound7], nSprite);
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nTarget = nTarget;
MummyList[nMummy].nAction = 1;
MummyList[nMummy].nCount = 90;
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
}
}
}
return;
}
case 1:
{
if (MummyList[nMummy].nCount > 0)
{
MummyList[nMummy].nCount--;
}
if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
{
pSprite->cstat = 0x101;
PlotCourseToSprite(nSprite, nTarget);
if (MummyList[nMummy].nAction == 1)
{
if (RandomBit())
{
if (cansee(pSprite->x, pSprite->y, pSprite->z - GetSpriteHeight(nSprite), pSprite->sectnum,
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
{
MummyList[nMummy].nAction = 3;
MummyList[nMummy].nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
}
}
}
// loc_2B5A8
if (!MummyList[nMummy].nFrame)
{
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
}
if (pSprite->xvel || pSprite->yvel)
{
if (pSprite->xvel > 0)
{
pSprite->xvel -= 1024;
if (pSprite->xvel < 0) {
pSprite->xvel = 0;
}
}
else if (pSprite->xvel < 0)
{
pSprite->xvel += 1024;
if (pSprite->xvel > 0) {
pSprite->xvel = 0;
}
}
if (pSprite->yvel > 0)
{
pSprite->yvel -= 1024;
if (pSprite->yvel < 0) {
pSprite->yvel = 0;
}
}
else if (pSprite->yvel < 0)
{
pSprite->yvel += 1024;
if (pSprite->yvel > 0) {
pSprite->yvel = 0;
}
}
}
if (nMov)
{
switch (nMov & 0xC000)
{
case 0x8000:
{
pSprite->ang = (pSprite->ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
return;
}
case 0xC000:
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAngle = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAngle) < 64)
{
MummyList[nMummy].nAction = 2;
MummyList[nMummy].nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
return;
}
}
}
break;
}
case 2:
{
if (nTarget == -1)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nFrame = 0;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 1024)
{
MummyList[nMummy].nAction = 1;
MummyList[nMummy].nFrame = 0;
}
else if (nFrameFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 5);
}
}
return;
}
case 3:
{
if (bVal)
{
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nCount = 100;
MummyList[nMummy].nTarget = -1;
return;
}
else if (nFrameFlag & 0x80)
{
SetQuake(nSprite, 100);
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
int nBullet = BuildBullet(nSprite, 9, 0, 0, -15360, pSprite->ang, nTarget + 10000, 1);
CheckMummyRevive(nMummy);
if (nBullet > -1)
{
if (!RandomSize(3))
{
// FIXME CHECKME - nBullet & 0xFFFF can be -1. Original code doesn't handle this??
SetBulletEnemy(FixedToInt(nBullet), nTarget); // isolate the bullet number (shift off the sprite index)
sprite[nBullet & 0xFFFF].pal = 5;
}
}
}
return;
}
case 4:
{
if (bVal)
{
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 5;
}
return;
}
case 5:
{
MummyList[nMummy].nFrame = 0;
return;
}
case 6:
{
if (bVal)
{
pSprite->cstat = 0x101;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nHealth = 300;
MummyList[nMummy].nTarget = -1;
nCreaturesTotal++;
}
return;
}
case 7:
{
if (nMov & 0x20000)
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
}
if (bVal)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->cstat = 0x101;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nTarget = -1;
}
return;
}
}
return;
}
case 0x90000:
{
seq_PlotSequence(nObject, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, MummyList[nMummy].nFrame, MummySeq[nAction].b);
return;
}
case 0xA0000:
{
if (MummyList[nMummy].nHealth <= 0)
return;
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through to 0x80000
fallthrough__;
}
case 0x80000:
{
if (nDamage <= 0)
return;
if (MummyList[nMummy].nHealth <= 0) {
return;
}
MummyList[nMummy].nHealth -= dmgAdjust(nDamage);
if (MummyList[nMummy].nHealth <= 0)
{
MummyList[nMummy].nHealth = 0;
pSprite->cstat &= 0xFEFE;
nCreaturesKilled++;
DropMagic(nSprite);
MummyList[nMummy].nFrame = 0;
MummyList[nMummy].nAction = 4;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->z = sector[pSprite->sectnum].floorz;
}
else
{
if (!RandomSize(2))
{
MummyList[nMummy].nAction = 7;
MummyList[nMummy].nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
return;
}
}
}
END_PS_NS