//------------------------------------------------------------------------- /* 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 #include BEGIN_PS_NS FreeListArray SnakeList; int16_t nPlayerSnake[kMaxPlayers]; size_t MarkSnake() { for (int i = 0; i < kMaxSnakes; i++) { GC::Mark(SnakeList[i].pEnemy); GC::MarkArray(SnakeList[i].pSprites, kSnakeSprites); } return kMaxSnakes * (1 + kSnakeSprites); } FSerializer& Serialize(FSerializer& arc, const char* keyname, Snake& w, Snake* def) { if (arc.BeginObject(keyname)) { arc("enemy", w.pEnemy) ("countdown", w.nCountdown) .Array("sprites", w.pSprites, kSnakeSprites) ("run", w.nRun) .Array("c", w.c, countof(w.c)) ("se", w.nAngle) ("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)); } int GrabSnake() { return SnakeList.Get(); } void DestroySnake(int nSnake) { int nRun = SnakeList[nSnake].nRun; runlist_SubRunRec(nRun); for (int i = 0; i < kSnakeSprites; i++) { DExhumedActor* pSnake = SnakeList[nSnake].pSprites[i]; if (!pSnake) continue; auto pSprite = &pSnake->s(); runlist_DoSubRunRec(pSprite->lotag - 1); runlist_DoSubRunRec(pSprite->owner); DeleteActor(pSnake); } SnakeList.Release(nSnake); if (nSnake == nSnakeCam) { nSnakeCam = -1; } } void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer) { auto pSprite = &pActor->s(); int nDamage = BulletInfo[kWeaponStaff].nDamage; if (PlayerList[nPlayer].nDouble > 0) { nDamage *= 2; } // take a copy of this, to revert after call to runlist_RadialDamageEnemy() DExhumedActor* nOwner = pActor->pTarget; pActor->pTarget = PlayerList[nPlayer].pActor; runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponStaff].nRadius); pActor->pTarget = nOwner; BuildAnim(nullptr, 23, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 40, 4); AddFlash(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 128); StopActorSound(pActor); } void BuildSnake(int nPlayer, int zVal) { zVal -= 1280; auto pPlayerActor = PlayerList[nPlayer].Actor(); auto pPlayerSprite = &pPlayerActor->s(); auto pViewSect = PlayerList[nPlayer].pPlayerViewSect; int nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0); int x = pPlayerSprite->x; int y = pPlayerSprite->y; int z = (pPlayerSprite->z + zVal) - 2560; int nAngle = pPlayerSprite->ang; HitInfo hit{}; hitscan({ x, y, z }, pPlayerSprite->sector(), { bcos(nAngle), bsin(nAngle), 0 }, hit, CLIPMASK1); uint32_t yDiff = abs(hit.hitpos.y - y); uint32_t xDiff = abs(hit.hitpos.x - x); 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(&hit.hitpos.x, &hit.hitpos.y, nAngle); auto pActor = insertActor(hit.hitSector, 202); auto pSprite = &pActor->s(); pSprite->x = hit.hitpos.x; pSprite->y = hit.hitpos.y; pSprite->z = hit.hitpos.z; ExplodeSnakeSprite(pActor, nPlayer); DeleteActor(pActor); return; } else { DExhumedActor* pTarget = nullptr; auto hitactor = hit.actor(); if (hitactor && hitactor->spr.statnum >= 90 && hitactor->spr.statnum <= 199) { pTarget = hitactor; } else if (sPlayerInput[nPlayer].pTarget != nullptr) { pTarget = sPlayerInput[nPlayer].pTarget; } int nSnake = GrabSnake(); if (nSnake == -1) return; // GrabTimeSlot(3); DExhumedActor* sprt = nullptr; for (int i = 0; i < kSnakeSprites; i++) { auto pActor = insertActor(pViewSect, 202); auto pSprite = &pActor->s(); pActor->pTarget = pPlayerActor; //pSprite->owner = nPlayerSprite; pSprite->picnum = nPic; if (i == 0) { pSprite->x = pPlayerSprite->x; pSprite->y = pPlayerSprite->y; pSprite->z = pPlayerSprite->z + zVal; pSprite->xrepeat = 32; pSprite->yrepeat = 32; pViewSect = pSprite->sector(); sprt = pActor; } else { pSprite->x = sprt->spr.x; pSprite->y = sprt->spr.y; pSprite->z = sprt->spr.z; pSprite->xrepeat = 40 - 3 * i; pSprite->yrepeat = 40 - 3 * i; } pSprite->clipdist = 10; pSprite->cstat = 0; pSprite->shade = -64; pSprite->pal = 0; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->ang = pPlayerSprite->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].pSprites[i] = pActor; 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].pEnemy = pTarget; SnakeList[nSnake].nCountdown = 0; SnakeList[nSnake].nAngle = 0; SnakeList[nSnake].nSnakePlayer = nPlayer; nPlayerSnake[nPlayer] = nSnake; if (bSnakeCam) { if (nSnakeCam < 0) { nSnakeCam = nSnake; } } D3PlayFX(StaticSound[kSound6], sprt); } } DExhumedActor* FindSnakeEnemy(int nSnake) { int nPlayer = SnakeList[nSnake].nSnakePlayer; auto pPlayerActor = PlayerList[nPlayer].Actor(); DExhumedActor* pActor = SnakeList[nSnake].pSprites[0]; // CHECKME if (!pActor) return nullptr; auto pSprite = &pActor->s(); int nAngle = pSprite->ang; auto pSector =pSprite->sector(); int esi = 2048; DExhumedActor* pEnemy = nullptr; ExhumedSectIterator it(pSector); while (auto pAct2 = it.Next()) { auto pSpr2 = &pAct2->s(); if (pSpr2->statnum >= 90 && pSpr2->statnum < 150 && (pSpr2->cstat & CSTAT_SPRITE_BLOCK_ALL)) { if (pAct2 != pPlayerActor && !(pSpr2->cstat & CSTAT_SPRITE_INVISIBLE)) { int nAngle2 = (nAngle - GetAngleToSprite(pActor, pAct2)) & kAngleMask; if (nAngle2 < esi) { pEnemy = pAct2; esi = nAngle2; } } } } if (pEnemy) { SnakeList[nSnake].pEnemy = pEnemy; SnakeList[nSnake].nCountdown = 0; } else { SnakeList[nSnake].nCountdown--; if (SnakeList[nSnake].nCountdown < -25) { pEnemy = pPlayerActor; SnakeList[nSnake].pEnemy = pPlayerActor; } } return pEnemy; } void AISnake::Tick(RunListEvent* ev) { int nSnake = RunData[ev->nRun].nObjIndex; assert(nSnake >= 0 && nSnake < kMaxSnakes); DExhumedActor* pActor = SnakeList[nSnake].pSprites[0]; if (!pActor) return; auto pSprite = &pActor->s(); seq_MoveSequence(pActor, SeqOffsets[kSeqSnakehed], 0); DExhumedActor* pEnemySprite = SnakeList[nSnake].pEnemy; Collision nMov; int zVal; if (pEnemySprite == nullptr) { SEARCH_ENEMY: nMov = movesprite(pActor, 600 * bcos(pSprite->ang), 600 * bsin(pSprite->ang), bsin(SnakeList[nSnake].nAngle, -5), 0, 0, CLIPMASK1); FindSnakeEnemy(nSnake); zVal = 0; } else { if (!(pEnemySprite->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) { SnakeList[nSnake].pEnemy = nullptr; goto SEARCH_ENEMY; } zVal = pSprite->z; nMov = AngleChase(pActor, pEnemySprite, 1200, SnakeList[nSnake].nAngle, 32); zVal = pSprite->z - zVal; } if (nMov.type || nMov.exbits) { int nPlayer = SnakeList[nSnake].nSnakePlayer; ExplodeSnakeSprite(SnakeList[nSnake].pSprites[0], nPlayer); nPlayerSnake[nPlayer] = -1; SnakeList[nSnake].nSnakePlayer = -1; DestroySnake(nSnake); } else { int nAngle = pSprite->ang; int var_30 = -bcos(nAngle, 6); int var_34 = -bsin(nAngle, 6); int var_20 = SnakeList[nSnake].nAngle; SnakeList[nSnake].nAngle = (SnakeList[nSnake].nAngle + 64) & 0x7FF; int var_28 = (nAngle + 512) & kAngleMask; auto pSector = pSprite->sector(); int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; for (int i = 7; i > 0; i--) { DExhumedActor* pActor2 = SnakeList[nSnake].pSprites[i]; if (!pActor2) continue; auto pSprite2 = &pActor2->s(); pSprite2->ang = nAngle; pSprite2->x = x; pSprite2->y = y; pSprite2->z = z; ChangeActorSect(pActor2, pSector); int eax = (bsin(var_20) * SnakeList[nSnake].c[i]) >> 9; movesprite(pActor2, var_30 + var_30 * i + eax * bcos(var_28), var_30 + var_34 * i + eax * bsin(var_28), -zVal * (i - 1), 0, 0, CLIPMASK1); var_20 = (var_20 + 128) & kAngleMask; } } } void AISnake::Draw(RunListEvent* ev) { int nSnake = RunData[ev->nRun].nObjIndex; int nSprite = ev->nParam; if ((nSnake & 0xFF) == 0) { seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0); } else { seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0); } ev->pTSprite->ownerActor = nullptr; } END_PS_NS