raze/source/games/exhumed/src/snake.cpp
2023-03-14 21:45:37 +11:00

441 lines
12 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 "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;
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;
runlist_DoSubRunRec(pSnake->spr.lotag - 1);
runlist_DoSubRunRec(pSnake->spr.intowner);
DeleteActor(pSnake);
}
SnakeList.Release(nSnake);
if (nSnake == nSnakeCam)
{
nSnakeCam = -1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer)
{
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, pActor->spr.pos, pActor->sector(), 0.625, 4);
AddFlash(pActor->sector(), pActor->spr.pos, 128);
StopActorSound(pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void BuildSnake(int nPlayer, double zVal)
{
zVal -= 5;
auto pPlayerActor = PlayerList[nPlayer].pActor;
auto pViewSect = PlayerList[nPlayer].pPlayerViewSect;
int nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0);
auto pos = pPlayerActor->spr.pos.plusZ(zVal - 10);
HitInfo hit{};
hitscan(pos, pPlayerActor->sector(), DVector3(pPlayerActor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK1);
double nSize = (hit.hitpos.XY() - pos.XY()).Length();
if (nSize < 64)
{
hit.hitpos -= pPlayerActor->spr.Angles.Yaw.ToVector() * 0.5;
auto pActor = insertActor(hit.hitSector, 202);
pActor->spr.pos = hit.hitpos;
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 (PlayerList[nPlayer].pTarget != nullptr)
{
pTarget = PlayerList[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);
pActor->pTarget = pPlayerActor;
//pActor->spr.intowner = nPlayerSprite;
pActor->spr.picnum = nPic;
if (i == 0)
{
pActor->spr.pos = pPlayerActor->spr.pos.plusZ(zVal);
pActor->spr.scale = DVector2(0.5, 0.5);
pViewSect = pActor->sector();
sprt = pActor;
}
else
{
pActor->spr.pos = sprt->spr.pos;
double s = 0.625 + 0.046875 * i;
pActor->spr.scale = DVector2(s, s);
}
pActor->clipdist = 2.5;
pActor->spr.cstat = 0;
pActor->spr.shade = -64;
pActor->spr.pal = 0;
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = 0;
pActor->spr.hitag = 0;
pActor->spr.extra = -1;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->backuppos();
SnakeList[nSnake].pSprites[i] = pActor;
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.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].pActor;
DExhumedActor* pActor = SnakeList[nSnake].pSprites[0]; // CHECKME
if (!pActor) return nullptr;
DAngle nAngle = pActor->spr.Angles.Yaw;
auto pSector =pActor->sector();
DAngle maxangle = DAngle360;
DExhumedActor* pEnemy = nullptr;
ExhumedSectIterator it(pSector);
while (auto pAct2 = it.Next())
{
if (pAct2->spr.statnum >= 90 && pAct2->spr.statnum < 150 && (pAct2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
{
if (pAct2 != pPlayerActor && !(pAct2->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
DAngle nAngle2 = absangle(nAngle, GetAngleToSprite(pActor, pAct2));
if (nAngle2 < maxangle)
{
pEnemy = pAct2;
maxangle = 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;
seq_MoveSequence(pActor, SeqOffsets[kSeqSnakehed], 0);
DExhumedActor* pEnemySprite = SnakeList[nSnake].pEnemy;
Collision nMov;
double zVal;
if (pEnemySprite == nullptr)
{
SEARCH_ENEMY:
auto vec = pActor->spr.Angles.Yaw.ToVector() * 37.5;
nMov = movesprite(pActor, vec, BobVal(SnakeList[nSnake].nAngle) * 2, 0, CLIPMASK1);
FindSnakeEnemy(nSnake);
zVal = 0;
}
else
{
if (!(pEnemySprite->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
{
SnakeList[nSnake].pEnemy = nullptr;
goto SEARCH_ENEMY;
}
zVal = pActor->spr.pos.Z;
nMov = AngleChase(pActor, pEnemySprite, 1200, SnakeList[nSnake].nAngle, DAngle22_5 / 4);
zVal = pActor->spr.pos.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
{
DAngle nAngle = pActor->spr.Angles.Yaw;
double cosang = -nAngle.Cos() * 4;
double sinang = -nAngle.Sin() * 4;
DAngle snakeang = DAngle::fromBuild(SnakeList[nSnake].nAngle);
SnakeList[nSnake].nAngle = (SnakeList[nSnake].nAngle + 64) & 0x7FF;
DAngle normalang = (nAngle + DAngle90);
auto pSector = pActor->sector();
for (int i = 7; i > 0; i--)
{
DExhumedActor* pActor2 = SnakeList[nSnake].pSprites[i];
if (!pActor2) continue;
pActor2->spr.Angles.Yaw = nAngle;
pActor2->spr.pos = pActor->spr.pos;
ChangeActorSect(pActor2, pSector);
double eax = snakeang.Sin() * 2 * SnakeList[nSnake].c[i];
DVector2 vect;
vect.X = cosang + cosang * i + eax * normalang.Cos();
vect.Y = cosang + sinang * i + eax * normalang.Sin();
movesprite(pActor2, vect, - zVal * (i - 1), 0, CLIPMASK1);
snakeang += DAngle22_5;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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