raze/source/games/exhumed/src/snake.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 "engine.h"
#include "exhumed.h"
#include "aistuff.h"
#include "status.h"
#include "player.h"
#include "sequence.h"
#include "input.h"
#include "sound.h"
#include <string.h>
#include <assert.h>
BEGIN_PS_NS
FreeListArray<Snake, kMaxSnakes> SnakeList;
short nPlayerSnake[kMaxPlayers];
FSerializer& Serialize(FSerializer& arc, const char* keyname, Snake& w, Snake* def)
{
if (arc.BeginObject(keyname))
{
arc("enemy", w.nEnemy)
.Array("sprites", w.nSprites, kSnakeSprites)
("sc", w.sC)
("run", w.nRun)
.Array("c", w.c, countof(w.c))
("se", w.sE)
("player", w.nSnakePlayer)
.EndObject();
}
return arc;
}
void SerializeSnake(FSerializer& arc)
{
arc("snake", SnakeList);
arc.Array("playersnake", nPlayerSnake, PlayerCount);
}
void InitSnakes()
{
SnakeList.Clear();
memset(nPlayerSnake, 0, sizeof(nPlayerSnake));
}
short GrabSnake()
{
return SnakeList.Get();
}
void DestroySnake(int nSnake)
{
short nRun = SnakeList[nSnake].nRun;
runlist_SubRunRec(nRun);
for (int i = 0; i < kSnakeSprites; i++)
{
short nSprite = SnakeList[nSnake].nSprites[i];
auto pSprite = &sprite[nSprite];
runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pSprite->owner);
mydeletesprite(nSprite);
}
SnakeList.Release(nSnake);
if (nSnake == nSnakeCam)
{
nSnakeCam = -1;
}
}
void ExplodeSnakeSprite(int nSprite, short nPlayer)
{
auto pSprite = &sprite[nSprite];
short nDamage = BulletInfo[kWeaponStaff].nDamage;
if (PlayerList[nPlayer].nDouble > 0) {
nDamage *= 2;
}
// take a copy of this, to revert after call to runlist_RadialDamageEnemy()
short nOwner = pSprite->owner;
pSprite->owner = PlayerList[nPlayer].nSprite;
runlist_RadialDamageEnemy(nSprite, nDamage, BulletInfo[kWeaponStaff].nRadius);
pSprite->owner = nOwner;
BuildAnim(-1, 23, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 40, 4);
AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128);
StopSpriteSound(nSprite);
}
void BuildSnake(short nPlayer, short zVal)
{
zVal -= 1280;
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nViewSect = nPlayerViewSect[nPlayer];
short nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0);
int x = sprite[nPlayerSprite].x;
int y = sprite[nPlayerSprite].y;
int z = (sprite[nPlayerSprite].z + zVal) - 2560;
short nAngle = sprite[nPlayerSprite].ang;
short hitsect, hitsprite;
int hitx, hity, hitz;
short nSprite;
vec3_t pos = { x, y, z };
hitdata_t hitData;
hitscan(&pos, sprite[nPlayerSprite].sectnum, bcos(nAngle), bsin(nAngle), 0, &hitData, CLIPMASK1);
hitx = hitData.pos.x;
hity = hitData.pos.y;
hitz = hitData.pos.z;
hitsect = hitData.sect;
hitsprite = hitData.sprite;
uint32_t xDiff = abs(hitx - x);
uint32_t yDiff = abs(hity - y);
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
if (sqrtNum > INT_MAX)
{
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
sqrtNum = INT_MAX;
}
int nSqrt = ksqrt(sqrtNum);
if (nSqrt < bsin(512, -4))
{
BackUpBullet(&hitx, &hity, nAngle);
nSprite = insertsprite(hitsect, 202);
auto pSprite = &sprite[nSprite];
pSprite->x = hitx;
pSprite->y = hity;
pSprite->z = hitz;
ExplodeSnakeSprite(nSprite, nPlayer);
mydeletesprite(nSprite);
return;
}
else
{
short nTarget;
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if (hitsprite >= 0 && sprite[hitsprite].statnum >= 90 && sprite[hitsprite].statnum <= 199) {
nTarget = hitsprite;
}
else {
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nTarget = sPlayerInput[nPlayer].nTarget;
}
short nSnake = GrabSnake();
if (nSnake == -1) return;
// GrabTimeSlot(3);
short var_24;
for (int i = 0; i < kSnakeSprites; i++)
{
nSprite = insertsprite(nViewSect, 202);
auto pSprite = &sprite[nSprite];
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->owner = nPlayerSprite;
pSprite->picnum = nPic;
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if (i == 0)
{
pSprite->x = sprite[nPlayerSprite].x;
pSprite->y = sprite[nPlayerSprite].y;
pSprite->z = sprite[nPlayerSprite].z + zVal;
pSprite->xrepeat = 32;
pSprite->yrepeat = 32;
nViewSect = pSprite->sectnum;
var_24 = nSprite;
}
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else
{
pSprite->x = sprite[var_24].x;
pSprite->y = sprite[var_24].y;
pSprite->z = sprite[var_24].z;
pSprite->xrepeat = 40 - 3*i;
pSprite->yrepeat = 40 - 3*i;
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}
pSprite->clipdist = 10;
pSprite->cstat = 0;
pSprite->shade = -64;
pSprite->pal = 0;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->ang = sprite[nPlayerSprite].ang;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->hitag = 0;
pSprite->extra = -1;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->backuppos();
SnakeList[nSnake].nSprites[i] = nSprite;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, ((nSnake << 8) | i), 0x110000);
}
SnakeList[nSnake].nRun = runlist_AddRunRec(NewRun, nSnake, 0x110000);
SnakeList[nSnake].c[1] = 2;
SnakeList[nSnake].c[5] = 5;
SnakeList[nSnake].c[2] = 4;
SnakeList[nSnake].c[3] = 6;
SnakeList[nSnake].c[4] = 7;
SnakeList[nSnake].c[6] = 6;
SnakeList[nSnake].c[7] = 7;
SnakeList[nSnake].nEnemy = nTarget;
SnakeList[nSnake].sC = 1200;
SnakeList[nSnake].sE = 0;
SnakeList[nSnake].nSnakePlayer = nPlayer;
nPlayerSnake[nPlayer] = nSnake;
if (bSnakeCam)
{
if (nSnakeCam < 0) {
nSnakeCam = nSnake;
}
}
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D3PlayFX(StaticSound[kSound6], var_24);
}
}
int FindSnakeEnemy(short nSnake)
{
short nPlayer = SnakeList[nSnake].nSnakePlayer;
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nSprite = SnakeList[nSnake].nSprites[0]; // CHECKME
auto pSprite = &sprite[nSprite];
short nAngle = pSprite->ang;
short nSector = pSprite->sectnum;
int esi = 2048;
int nEnemy = -1;
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int i;
SectIterator it(nSector);
while ((i = it.NextIndex()) >= 0)
{
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if (sprite[i].statnum >= 90 && sprite[i].statnum < 150 && (sprite[i].cstat & 0x101))
{
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if (i != nPlayerSprite && !(sprite[i].cstat & 0x8000))
{
int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask;
if (nAngle2 < esi)
{
nEnemy = i;
esi = nAngle2;
}
}
}
}
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if (nEnemy != -1)
{
SnakeList[nSnake].nEnemy = nEnemy;
}
else
{
SnakeList[nSnake].nEnemy--;
if (SnakeList[nSnake].nEnemy < -25)
{
nEnemy = nPlayerSprite;
SnakeList[nSnake].nEnemy = nPlayerSprite;
}
}
return nEnemy;
}
void FuncSnake(int nObject, int nMessage, int, int nRun)
{
switch (nMessage)
{
case 0x20000:
{
short nSnake = RunData[nRun].nVal;
assert(nSnake >= 0 && nSnake < kMaxSnakes);
short nSprite = SnakeList[nSnake].nSprites[0];
auto pSprite = &sprite[nSprite];
seq_MoveSequence(nSprite, SeqOffsets[kSeqSnakehed], 0);
short nEnemySprite = SnakeList[nSnake].nEnemy;
int nMov;
int zVal;
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if (nEnemySprite < 0)
{
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SEARCH_ENEMY:
nMov = movesprite(nSprite,
600 * bcos(pSprite->ang),
600 * bsin(pSprite->ang),
bsin(SnakeList[nSnake].sE, -5),
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0, 0, CLIPMASK1);
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FindSnakeEnemy(nSnake);
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zVal = 0;
}
else
{
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if (!(sprite[nEnemySprite].cstat&0x101))
{
SnakeList[nSnake].nEnemy = -1;
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goto SEARCH_ENEMY;
}
zVal = pSprite->z;
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nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32);
zVal = pSprite->z - zVal;
}
if (nMov)
{
short nPlayer = SnakeList[nSnake].nSnakePlayer;
ExplodeSnakeSprite(SnakeList[nSnake].nSprites[0], nPlayer);
nPlayerSnake[nPlayer] = -1;
SnakeList[nSnake].nSnakePlayer = -1;
DestroySnake(nSnake);
}
else
{
short nAngle = pSprite->ang;
int var_30 = -bcos(nAngle, 6);
int var_34 = -bsin(nAngle, 6);
int var_20 = SnakeList[nSnake].sE;
SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
int var_28 = (nAngle + 512) & kAngleMask;
short nSector = pSprite->sectnum;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
for (int i = 7; i > 0; i--)
{
int nSprite2 = SnakeList[nSnake].nSprites[i];
sprite[nSprite2].ang = nAngle;
sprite[nSprite2].x = x;
sprite[nSprite2].y = y;
sprite[nSprite2].z = z;
mychangespritesect(nSprite2, nSector);
int eax = (bsin(var_20) * SnakeList[nSnake].c[i]) >> 9;
movesprite(nSprite2, var_30 + var_30 * i + eax * bcos(var_28), var_30 + var_34 * i + eax * bsin(var_28),
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-zVal*(i-1), 0, 0, CLIPMASK1);
var_20 = (var_20 + 128) & kAngleMask;
}
}
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break;
}
case 0x90000:
{
short nSnake = RunData[nRun].nVal;
short nSprite = nObject;
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if ((nSnake & 0xFF) == 0) {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
}
else {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
}
mytsprite[nSprite].owner = -1;
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break;
}
case 0xA0000:
{
break;
}
default:
{
Printf("unknown msg %x for bullet\n", nMessage);
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break;
}
}
}
END_PS_NS