mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 17:31:27 +00:00
d31fe01b6d
Just for fun. ;)
498 lines
15 KiB
C++
498 lines
15 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
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 "exhumed.h"
|
|
#include "engine.h"
|
|
#include "sequence.h"
|
|
#include "sound.h"
|
|
#include "player.h"
|
|
#include <assert.h>
|
|
|
|
BEGIN_PS_NS
|
|
|
|
struct Rex
|
|
{
|
|
short nHealth;
|
|
short nFrame;
|
|
short nAction;
|
|
short nSprite;
|
|
short nTarget;
|
|
short nCount;
|
|
short nChannel;
|
|
};
|
|
|
|
|
|
TArray<Rex> RexList;
|
|
|
|
static actionSeq RexSeq[] = {
|
|
{29, 0},
|
|
{0, 0},
|
|
{0, 0},
|
|
{37, 0},
|
|
{9, 0},
|
|
{18, 0},
|
|
{27, 1},
|
|
{28, 1}
|
|
};
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Rex& w, Rex* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("health", w.nHealth)
|
|
("frame", w.nFrame)
|
|
("action", w.nAction)
|
|
("sprite", w.nSprite)
|
|
("target", w.nTarget)
|
|
("count", w.nCount)
|
|
("channel", w.nChannel)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
void SerializeRex(FSerializer& arc)
|
|
{
|
|
arc("rex", RexList);
|
|
}
|
|
|
|
void InitRexs()
|
|
{
|
|
RexList.Clear();
|
|
}
|
|
|
|
int BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel)
|
|
{
|
|
int nRex = RexList.Reserve(1);
|
|
|
|
if (nSprite == -1)
|
|
{
|
|
nSprite = insertsprite(nSector, 119);
|
|
}
|
|
else
|
|
{
|
|
changespritestat(nSprite, 119);
|
|
x = sprite[nSprite].x;
|
|
y = sprite[nSprite].y;
|
|
z = sector[sprite[nSprite].sectnum].floorz;
|
|
nAngle = sprite[nSprite].ang;
|
|
}
|
|
|
|
assert(nSprite >= 0 && nSprite < kMaxSprites);
|
|
|
|
sprite[nSprite].x = x;
|
|
sprite[nSprite].y = y;
|
|
sprite[nSprite].z = z;
|
|
sprite[nSprite].cstat = 0x101;
|
|
sprite[nSprite].clipdist = 80;
|
|
sprite[nSprite].shade = -12;
|
|
sprite[nSprite].xrepeat = 64;
|
|
sprite[nSprite].yrepeat = 64;
|
|
sprite[nSprite].picnum = 1;
|
|
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
|
|
sprite[nSprite].xoffset = 0;
|
|
sprite[nSprite].yoffset = 0;
|
|
sprite[nSprite].ang = nAngle;
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].zvel = 0;
|
|
sprite[nSprite].lotag = runlist_HeadRun() + 1;
|
|
sprite[nSprite].extra = -1;
|
|
sprite[nSprite].hitag = 0;
|
|
|
|
GrabTimeSlot(3);
|
|
|
|
RexList[nRex].nAction = 0;
|
|
RexList[nRex].nHealth = 4000;
|
|
RexList[nRex].nFrame = 0;
|
|
RexList[nRex].nSprite = nSprite;
|
|
RexList[nRex].nTarget = -1;
|
|
RexList[nRex].nCount = 0;
|
|
|
|
RexList[nRex].nChannel = nChannel;
|
|
|
|
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nRex | 0x180000);
|
|
|
|
// this isn't stored anywhere.
|
|
runlist_AddRunRec(NewRun, nRex | 0x180000);
|
|
|
|
nCreaturesTotal++;
|
|
|
|
return nRex | 0x180000;
|
|
}
|
|
|
|
void FuncRex(int a, int nDamage, int nRun)
|
|
{
|
|
short nRex = RunData[nRun].nVal;
|
|
assert(nRex >= 0 && nRex < (int)RexList.Size());
|
|
|
|
short nAction = RexList[nRex].nAction;
|
|
short nSprite = RexList[nRex].nSprite;
|
|
|
|
bool bVal = false;
|
|
|
|
int nMessage = a & kMessageMask;
|
|
|
|
switch (nMessage)
|
|
{
|
|
default:
|
|
{
|
|
Printf("unknown msg %d for Rex\n", nMessage);
|
|
return;
|
|
}
|
|
|
|
case 0xA0000:
|
|
{
|
|
if (nAction == 5)
|
|
{
|
|
nDamage = runlist_CheckRadialDamage(nSprite);
|
|
}
|
|
// fall through to case 0x80000
|
|
fallthrough__;
|
|
}
|
|
|
|
case 0x80000:
|
|
{
|
|
if (nDamage)
|
|
{
|
|
short nTarget = a & 0xFFFF;
|
|
if (nTarget >= 0 && sprite[nTarget].statnum == 100)
|
|
{
|
|
RexList[nRex].nTarget = nTarget;
|
|
}
|
|
|
|
if (RexList[nRex].nAction == 5 && RexList[nRex].nHealth > 0)
|
|
{
|
|
RexList[nRex].nHealth -= dmgAdjust(nDamage);
|
|
|
|
if (RexList[nRex].nHealth <= 0)
|
|
{
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].zvel = 0;
|
|
sprite[nSprite].cstat &= 0xFEFE;
|
|
|
|
RexList[nRex].nHealth = 0;
|
|
|
|
nCreaturesKilled++;
|
|
|
|
if (nAction < 6)
|
|
{
|
|
RexList[nRex].nAction = 6;
|
|
RexList[nRex].nFrame = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 0x90000:
|
|
{
|
|
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRex] + RexSeq[nAction].a, RexList[nRex].nFrame, RexSeq[nAction].b);
|
|
return;
|
|
}
|
|
|
|
case 0x20000:
|
|
{
|
|
Gravity(nSprite);
|
|
|
|
int nSeq = SeqOffsets[kSeqRex] + RexSeq[nAction].a;
|
|
|
|
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, RexList[nRex].nFrame);
|
|
|
|
int ecx = 2;
|
|
|
|
if (nAction != 2) {
|
|
ecx = 1;
|
|
}
|
|
|
|
// moves the mouth open and closed as it's idle?
|
|
while (--ecx != -1)
|
|
{
|
|
seq_MoveSequence(nSprite, nSeq, RexList[nRex].nFrame);
|
|
|
|
RexList[nRex].nFrame++;
|
|
if (RexList[nRex].nFrame >= SeqSize[nSeq])
|
|
{
|
|
RexList[nRex].nFrame = 0;
|
|
bVal = true;
|
|
}
|
|
}
|
|
|
|
int nFlag = FrameFlag[SeqBase[nSeq] + RexList[nRex].nFrame];
|
|
|
|
short nTarget = RexList[nRex].nTarget;
|
|
|
|
switch (nAction)
|
|
{
|
|
default:
|
|
return;
|
|
|
|
case 0:
|
|
{
|
|
if (!RexList[nRex].nCount)
|
|
{
|
|
if ((nRex & 0x1F) == (totalmoves & 0x1F))
|
|
{
|
|
if (nTarget < 0)
|
|
{
|
|
short nAngle = sprite[nSprite].ang; // make backup of this variable
|
|
RexList[nRex].nTarget = FindPlayer(nSprite, 60);
|
|
sprite[nSprite].ang = nAngle;
|
|
}
|
|
else
|
|
{
|
|
RexList[nRex].nCount = 60;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RexList[nRex].nCount--;
|
|
if (RexList[nRex].nCount <= 0)
|
|
{
|
|
RexList[nRex].nAction = 1;
|
|
RexList[nRex].nFrame = 0;
|
|
|
|
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -2);
|
|
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -2);
|
|
|
|
D3PlayFX(StaticSound[kSound48], nSprite);
|
|
|
|
RexList[nRex].nCount = 30;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 1:
|
|
{
|
|
if (RexList[nRex].nCount > 0)
|
|
{
|
|
RexList[nRex].nCount--;
|
|
}
|
|
|
|
if ((nRex & 0x0F) == (totalmoves & 0x0F))
|
|
{
|
|
if (!RandomSize(1))
|
|
{
|
|
RexList[nRex].nAction = 5;
|
|
RexList[nRex].nFrame = 0;
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (((PlotCourseToSprite(nSprite, nTarget) >> 8) >= 60) || RexList[nRex].nCount > 0)
|
|
{
|
|
int nAngle = sprite[nSprite].ang & 0xFFF8;
|
|
sprite[nSprite].xvel = bcos(nAngle, -2);
|
|
sprite[nSprite].yvel = bsin(nAngle, -2);
|
|
}
|
|
else
|
|
{
|
|
RexList[nRex].nAction = 2;
|
|
RexList[nRex].nCount = 240;
|
|
D3PlayFX(StaticSound[kSound48], nSprite);
|
|
RexList[nRex].nFrame = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
int nMov = MoveCreatureWithCaution(nSprite);
|
|
|
|
switch ((nMov & 0xC000))
|
|
{
|
|
case 0xC000:
|
|
{
|
|
if ((nMov & 0x3FFF) == nTarget)
|
|
{
|
|
PlotCourseToSprite(nSprite, nTarget);
|
|
RexList[nRex].nAction = 4;
|
|
RexList[nRex].nFrame = 0;
|
|
break;
|
|
}
|
|
fallthrough__;
|
|
}
|
|
case 0x8000:
|
|
{
|
|
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
|
|
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -2);
|
|
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -2);
|
|
RexList[nRex].nAction = 1;
|
|
RexList[nRex].nFrame = 0;
|
|
nAction = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 2:
|
|
{
|
|
RexList[nRex].nCount--;
|
|
if (RexList[nRex].nCount > 0)
|
|
{
|
|
PlotCourseToSprite(nSprite, nTarget);
|
|
|
|
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -1);
|
|
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -1);
|
|
|
|
int nMov = MoveCreatureWithCaution(nSprite);
|
|
|
|
switch (nMov & 0xC000)
|
|
{
|
|
case 0x8000:
|
|
{
|
|
SetQuake(nSprite, 25);
|
|
RexList[nRex].nCount = 60;
|
|
|
|
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
|
|
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -2);
|
|
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -2);
|
|
RexList[nRex].nAction = 1;
|
|
RexList[nRex].nFrame = 0;
|
|
nAction = 1;
|
|
break;
|
|
}
|
|
case 0xC000:
|
|
{
|
|
RexList[nRex].nAction = 3;
|
|
RexList[nRex].nFrame = 0;
|
|
|
|
short nSprite2 = nMov & 0x3FFF;
|
|
|
|
if (sprite[nSprite2].statnum && sprite[nSprite2].statnum < 107)
|
|
{
|
|
short nAngle = sprite[nSprite].ang;
|
|
|
|
runlist_DamageEnemy(nSprite2, nSprite, 15);
|
|
|
|
int xVel = bcos(nAngle) * 15;
|
|
int yVel = bsin(nAngle) * 15;
|
|
|
|
if (sprite[nSprite2].statnum == 100)
|
|
{
|
|
short nPlayer = GetPlayerFromSprite(nSprite2);
|
|
nXDamage[nPlayer] += (xVel << 4);
|
|
nYDamage[nPlayer] += (yVel << 4);
|
|
sprite[nSprite2].zvel = -3584;
|
|
}
|
|
else
|
|
{
|
|
sprite[nSprite2].xvel += (xVel >> 3);
|
|
sprite[nSprite2].yvel += (yVel >> 3);
|
|
sprite[nSprite2].zvel = -2880;
|
|
}
|
|
}
|
|
|
|
RexList[nRex].nCount >>= 2;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RexList[nRex].nAction = 1;
|
|
RexList[nRex].nFrame = 0;
|
|
RexList[nRex].nCount = 90;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 3:
|
|
{
|
|
if (bVal)
|
|
{
|
|
RexList[nRex].nAction = 2;
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 4:
|
|
{
|
|
if (nTarget != -1)
|
|
{
|
|
if (PlotCourseToSprite(nSprite, nTarget) < 768)
|
|
{
|
|
if (nFlag & 0x80)
|
|
{
|
|
runlist_DamageEnemy(nTarget, nSprite, 15);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
RexList[nRex].nAction = 1;
|
|
break;
|
|
}
|
|
|
|
case 5:
|
|
{
|
|
if (bVal)
|
|
{
|
|
RexList[nRex].nAction = 1;
|
|
RexList[nRex].nCount = 15;
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 6:
|
|
{
|
|
if (bVal)
|
|
{
|
|
RexList[nRex].nAction = 7;
|
|
RexList[nRex].nFrame = 0;
|
|
runlist_ChangeChannel(RexList[nRex].nChannel, 1);
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 7:
|
|
{
|
|
sprite[nSprite].cstat &= 0xFEFE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// break-ed
|
|
if (nAction > 0)
|
|
{
|
|
if ((nTarget != -1) && (!(sprite[nTarget].cstat & 0x101)))
|
|
{
|
|
RexList[nRex].nAction = 0;
|
|
RexList[nRex].nFrame = 0;
|
|
RexList[nRex].nCount = 0;
|
|
RexList[nRex].nTarget = -1;
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
END_PS_NS
|