mirror of
https://github.com/DrBeef/Raze.git
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441 lines
12 KiB
C++
441 lines
12 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "aistuff.h"
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#include "status.h"
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#include "player.h"
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#include "sequence.h"
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#include "input.h"
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#include "sound.h"
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#include <string.h>
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#include <assert.h>
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BEGIN_PS_NS
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FreeListArray<Snake, kMaxSnakes> SnakeList;
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int16_t nPlayerSnake[kMaxPlayers];
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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size_t MarkSnake()
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{
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for (int i = 0; i < kMaxSnakes; i++)
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{
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GC::Mark(SnakeList[i].pEnemy);
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GC::MarkArray(SnakeList[i].pSprites, kSnakeSprites);
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}
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return kMaxSnakes * (1 + kSnakeSprites);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Snake& w, Snake* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("enemy", w.pEnemy)
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("countdown", w.nCountdown)
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.Array("sprites", w.pSprites, kSnakeSprites)
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("run", w.nRun)
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.Array("c", w.c, countof(w.c))
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("se", w.nAngle)
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("player", w.nSnakePlayer)
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.EndObject();
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}
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return arc;
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}
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void SerializeSnake(FSerializer& arc)
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{
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arc("snake", SnakeList);
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arc.Array("playersnake", nPlayerSnake, PlayerCount);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void InitSnakes()
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{
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SnakeList.Clear();
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memset(nPlayerSnake, 0, sizeof(nPlayerSnake));
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}
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int GrabSnake()
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{
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return SnakeList.Get();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DestroySnake(int nSnake)
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{
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int nRun = SnakeList[nSnake].nRun;
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runlist_SubRunRec(nRun);
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for (int i = 0; i < kSnakeSprites; i++)
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{
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DExhumedActor* pSnake = SnakeList[nSnake].pSprites[i];
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if (!pSnake) continue;
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runlist_DoSubRunRec(pSnake->spr.lotag - 1);
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runlist_DoSubRunRec(pSnake->spr.intowner);
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DeleteActor(pSnake);
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}
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SnakeList.Release(nSnake);
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if (nSnake == nSnakeCam)
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{
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nSnakeCam = -1;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer)
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{
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int nDamage = BulletInfo[kWeaponStaff].nDamage;
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if (PlayerList[nPlayer].nDouble > 0) {
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nDamage *= 2;
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}
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// take a copy of this, to revert after call to runlist_RadialDamageEnemy()
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DExhumedActor* nOwner = pActor->pTarget;
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pActor->pTarget = PlayerList[nPlayer].pActor;
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runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponStaff].nRadius);
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pActor->pTarget = nOwner;
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BuildAnim(nullptr, 23, 0, pActor->spr.pos, pActor->sector(), 0.625, 4);
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AddFlash(pActor->sector(), pActor->spr.pos, 128);
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StopActorSound(pActor);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void BuildSnake(int nPlayer, double zVal)
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{
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zVal -= 5;
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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auto pViewSect = PlayerList[nPlayer].pPlayerViewSect;
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int nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0);
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auto pos = pPlayerActor->spr.pos.plusZ(zVal - 10);
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HitInfo hit{};
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hitscan(pos, pPlayerActor->sector(), DVector3(pPlayerActor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
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double nSize = (hit.hitpos.XY() - pos.XY()).Length();
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if (nSize < 64)
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{
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hit.hitpos -= pPlayerActor->spr.Angles.Yaw.ToVector() * 0.5;
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auto pActor = insertActor(hit.hitSector, 202);
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pActor->spr.pos = hit.hitpos;
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ExplodeSnakeSprite(pActor, nPlayer);
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DeleteActor(pActor);
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return;
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}
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else
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{
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DExhumedActor* pTarget = nullptr;
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auto hitactor = hit.actor();
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if (hitactor && hitactor->spr.statnum >= 90 && hitactor->spr.statnum <= 199) {
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pTarget = hitactor;
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}
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else if (PlayerList[nPlayer].pTarget != nullptr)
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{
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pTarget = PlayerList[nPlayer].pTarget;
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}
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int nSnake = GrabSnake();
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if (nSnake == -1) return;
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// GrabTimeSlot(3);
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DExhumedActor* sprt = nullptr;
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for (int i = 0; i < kSnakeSprites; i++)
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{
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auto pActor = insertActor(pViewSect, 202);
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pActor->pTarget = pPlayerActor;
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//pActor->spr.intowner = nPlayerSprite;
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pActor->spr.picnum = nPic;
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if (i == 0)
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{
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pActor->spr.pos = pPlayerActor->spr.pos.plusZ(zVal);
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pActor->spr.scale = DVector2(0.5, 0.5);
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pViewSect = pActor->sector();
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sprt = pActor;
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}
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else
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{
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pActor->spr.pos = sprt->spr.pos;
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double s = 0.625 + 0.046875 * i;
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pActor->spr.scale = DVector2(s, s);
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}
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pActor->clipdist = 2.5;
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pActor->spr.cstat = 0;
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pActor->spr.shade = -64;
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pActor->spr.pal = 0;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->spr.hitag = 0;
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pActor->spr.extra = -1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->backuppos();
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SnakeList[nSnake].pSprites[i] = pActor;
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, ((nSnake << 8) | i), 0x110000);
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}
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SnakeList[nSnake].nRun = runlist_AddRunRec(NewRun, nSnake, 0x110000);
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SnakeList[nSnake].c[1] = 2;
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SnakeList[nSnake].c[5] = 5;
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SnakeList[nSnake].c[2] = 4;
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SnakeList[nSnake].c[3] = 6;
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SnakeList[nSnake].c[4] = 7;
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SnakeList[nSnake].c[6] = 6;
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SnakeList[nSnake].c[7] = 7;
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SnakeList[nSnake].pEnemy = pTarget;
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SnakeList[nSnake].nCountdown = 0;
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SnakeList[nSnake].nAngle = 0;
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SnakeList[nSnake].nSnakePlayer = nPlayer;
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nPlayerSnake[nPlayer] = nSnake;
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if (bSnakeCam)
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{
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if (nSnakeCam < 0) {
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nSnakeCam = nSnake;
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}
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}
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D3PlayFX(StaticSound[kSound6], sprt);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DExhumedActor* FindSnakeEnemy(int nSnake)
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{
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int nPlayer = SnakeList[nSnake].nSnakePlayer;
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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DExhumedActor* pActor = SnakeList[nSnake].pSprites[0]; // CHECKME
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if (!pActor) return nullptr;
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DAngle nAngle = pActor->spr.Angles.Yaw;
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auto pSector =pActor->sector();
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DAngle maxangle = DAngle360;
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DExhumedActor* pEnemy = nullptr;
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ExhumedSectIterator it(pSector);
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while (auto pAct2 = it.Next())
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{
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if (pAct2->spr.statnum >= 90 && pAct2->spr.statnum < 150 && (pAct2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
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{
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if (pAct2 != pPlayerActor && !(pAct2->spr.cstat & CSTAT_SPRITE_INVISIBLE))
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{
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DAngle nAngle2 = absangle(nAngle, GetAngleToSprite(pActor, pAct2));
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if (nAngle2 < maxangle)
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{
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pEnemy = pAct2;
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maxangle = nAngle2;
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}
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}
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}
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}
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if (pEnemy)
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{
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SnakeList[nSnake].pEnemy = pEnemy;
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SnakeList[nSnake].nCountdown = 0;
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}
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else
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{
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SnakeList[nSnake].nCountdown--;
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if (SnakeList[nSnake].nCountdown < -25)
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{
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pEnemy = pPlayerActor;
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SnakeList[nSnake].pEnemy = pPlayerActor;
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}
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}
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return pEnemy;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AISnake::Tick(RunListEvent* ev)
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{
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int nSnake = RunData[ev->nRun].nObjIndex;
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assert(nSnake >= 0 && nSnake < kMaxSnakes);
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DExhumedActor* pActor = SnakeList[nSnake].pSprites[0];
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if (!pActor) return;
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seq_MoveSequence(pActor, SeqOffsets[kSeqSnakehed], 0);
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DExhumedActor* pEnemySprite = SnakeList[nSnake].pEnemy;
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Collision nMov;
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double zVal;
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if (pEnemySprite == nullptr)
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{
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SEARCH_ENEMY:
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auto vec = pActor->spr.Angles.Yaw.ToVector() * 37.5;
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nMov = movesprite(pActor, vec, BobVal(SnakeList[nSnake].nAngle) * 2, 0, CLIPMASK1);
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FindSnakeEnemy(nSnake);
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zVal = 0;
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}
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else
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{
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if (!(pEnemySprite->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
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{
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SnakeList[nSnake].pEnemy = nullptr;
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goto SEARCH_ENEMY;
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}
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zVal = pActor->spr.pos.Z;
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nMov = AngleChase(pActor, pEnemySprite, 1200, SnakeList[nSnake].nAngle, DAngle22_5 / 4);
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zVal = pActor->spr.pos.Z - zVal;
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}
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if (nMov.type || nMov.exbits)
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{
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int nPlayer = SnakeList[nSnake].nSnakePlayer;
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ExplodeSnakeSprite(SnakeList[nSnake].pSprites[0], nPlayer);
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nPlayerSnake[nPlayer] = -1;
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SnakeList[nSnake].nSnakePlayer = -1;
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DestroySnake(nSnake);
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}
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else
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{
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DAngle nAngle = pActor->spr.Angles.Yaw;
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double cosang = -nAngle.Cos() * 4;
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double sinang = -nAngle.Sin() * 4;
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DAngle snakeang = DAngle::fromBuild(SnakeList[nSnake].nAngle);
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SnakeList[nSnake].nAngle = (SnakeList[nSnake].nAngle + 64) & 0x7FF;
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DAngle normalang = (nAngle + DAngle90);
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auto pSector = pActor->sector();
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for (int i = 7; i > 0; i--)
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{
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DExhumedActor* pActor2 = SnakeList[nSnake].pSprites[i];
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if (!pActor2) continue;
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pActor2->spr.Angles.Yaw = nAngle;
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pActor2->spr.pos = pActor->spr.pos;
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ChangeActorSect(pActor2, pSector);
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double eax = snakeang.Sin() * 2 * SnakeList[nSnake].c[i];
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DVector2 vect;
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vect.X = cosang + cosang * i + eax * normalang.Cos();
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vect.Y = cosang + sinang * i + eax * normalang.Sin();
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movesprite(pActor2, vect, - zVal * (i - 1), 0, CLIPMASK1);
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snakeang += DAngle22_5;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AISnake::Draw(RunListEvent* ev)
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{
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int nSnake = RunData[ev->nRun].nObjIndex;
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int nSprite = ev->nParam;
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if ((nSnake & 0xFF) == 0) {
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seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
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}
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else {
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seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
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}
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ev->pTSprite->ownerActor = nullptr;
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}
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END_PS_NS
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