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c8a75a8664
Since these do not fully get processed sequentially the contents need to be preserved until needed. This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
314 lines
8.6 KiB
C++
314 lines
8.6 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 "aistuff.h"
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#include "engine.h"
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#include "exhumed.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 <string.h>
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BEGIN_PS_NS
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/* bjd - the content of the ra.* files originally resided in gun.c I think... */
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RA Ra[kMaxPlayers]; // one Ra for each player
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static actionSeq RaSeq[] = {
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{2, 1},
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{0, 0},
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{1, 0},
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{2, 0}
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};
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FSerializer& Serialize(FSerializer& arc, const char* keyname, RA& w, RA* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("run", w.nRun)
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("ata", w.field_A)
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("atc", w.field_C)
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("player", w.nPlayer)
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.EndObject();
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}
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return arc;
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}
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void SerializeRa(FSerializer& arc)
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{
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arc.Array("ra", Ra, PlayerCount);
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}
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void FreeRa(short nPlayer)
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{
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int nRun = Ra[nPlayer].nRun;
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int nSprite = Ra[nPlayer].nSprite;
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runlist_SubRunRec(nRun);
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runlist_DoSubRunRec(sprite[nSprite].owner);
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runlist_FreeRun(sprite[nSprite].lotag - 1);
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mydeletesprite(nSprite);
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}
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int BuildRa(short nPlayer)
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{
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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int nSprite = insertsprite(sprite[nPlayerSprite].sectnum, 203);
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sprite[nSprite].cstat = 0x8000;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].extra = -1;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nPlayer | 0x210000);
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sprite[nSprite].pal = 1;
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sprite[nSprite].xrepeat = 64;
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sprite[nSprite].yrepeat = 64;
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sprite[nSprite].x = sprite[nPlayerSprite].x;
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sprite[nSprite].y = sprite[nPlayerSprite].y;
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sprite[nSprite].z = sprite[nPlayerSprite].z;
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// GrabTimeSlot(3);
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Ra[nPlayer].nSprite = nSprite;
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Ra[nPlayer].nRun = runlist_AddRunRec(NewRun, nPlayer | 0x210000);
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Ra[nPlayer].nTarget = -1;
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Ra[nPlayer].nFrame = 0;
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Ra[nPlayer].nAction = 0;
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Ra[nPlayer].field_C = 0;
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Ra[nPlayer].nPlayer = nPlayer;
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return nPlayer | 0x210000;
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}
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void InitRa()
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{
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memset(Ra, 0, sizeof(RA) * kMaxPlayers);
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}
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void MoveRaToEnemy(short nPlayer)
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{
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short nTarget = Ra[nPlayer].nTarget;
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short nSprite = Ra[nPlayer].nSprite;
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short nAction = Ra[nPlayer].nAction;
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if (nTarget != -1)
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{
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if (!(sprite[nTarget].cstat & 0x101) || sprite[nTarget].sectnum == MAXSECTORS)
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{
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Ra[nPlayer].nTarget = -1;
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if (nAction == 0 || nAction == 3) {
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return;
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}
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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return;
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}
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else
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{
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if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
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mychangespritesect(nSprite, sprite[nTarget].sectnum);
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}
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}
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}
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else
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{
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if (nAction == 1 || nAction == 2)
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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return;
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}
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if (nAction) {
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return;
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}
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sprite[nSprite].cstat = 0x8000;
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nTarget = PlayerList[nPlayer].nSprite;
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}
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sprite[nSprite].x = sprite[nTarget].x;
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sprite[nSprite].y = sprite[nTarget].y;
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sprite[nSprite].z = sprite[nTarget].z - GetSpriteHeight(nTarget);
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if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
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mychangespritesect(nSprite, sprite[nTarget].sectnum);
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}
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}
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void FuncRa(int a, int, int nRun)
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{
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short nPlayer = RunData[nRun].nVal;
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short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
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short nSprite = Ra[nPlayer].nSprite;
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bool bVal = false;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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default:
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{
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Printf("unknown msg %d for Ra\n", nMessage);
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return;
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}
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case 0x30000:
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case 0xA0000:
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return;
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case 0x20000:
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{
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Ra[nPlayer].nTarget = sPlayerInput[nPlayer].nTarget;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, Ra[nPlayer].nFrame);
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if (Ra[nPlayer].nAction)
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{
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seq_MoveSequence(nSprite, nSeq, Ra[nPlayer].nFrame);
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Ra[nPlayer].nFrame++;
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if (Ra[nPlayer].nFrame >= SeqSize[nSeq])
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{
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Ra[nPlayer].nFrame = 0;
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bVal = true;
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}
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}
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switch (Ra[nPlayer].nAction)
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{
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case 0:
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{
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MoveRaToEnemy(nPlayer);
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if (!Ra[nPlayer].field_C || Ra[nPlayer].nTarget <= -1)
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{
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sprite[nSprite].cstat = 0x8000;
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}
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else
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{
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sprite[nSprite].cstat &= 0x7FFF;
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Ra[nPlayer].nAction = 1;
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Ra[nPlayer].nFrame = 0;
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}
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return;
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}
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case 1:
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{
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if (!Ra[nPlayer].field_C)
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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}
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else
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{
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if (bVal) {
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Ra[nPlayer].nAction = 2;
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}
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MoveRaToEnemy(nPlayer);
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}
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return;
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}
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case 2:
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{
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MoveRaToEnemy(nPlayer);
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if (nCurrentWeapon != kWeaponRing)
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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}
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else
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{
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if (Ra[nPlayer].nFrame || Ra[nPlayer].nTarget <= -1)
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{
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if (!bVal) {
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return;
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}
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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}
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else
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{
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if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
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{
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runlist_DamageEnemy(Ra[nPlayer].nTarget, PlayerList[Ra[nPlayer].nPlayer].nSprite, BulletInfo[kWeaponRing].nDamage);
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AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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SetQuake(nSprite, 100);
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}
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else
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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SelectNewWeapon(nPlayer);
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}
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}
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}
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return;
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}
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case 3:
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{
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if (bVal)
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{
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sprite[nSprite].cstat |= 0x8000;
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Ra[nPlayer].nAction = 0;
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Ra[nPlayer].nFrame = 0;
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Ra[nPlayer].field_C = 0;
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}
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return;
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}
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default:
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return;
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}
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}
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case 0x90000:
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{
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short nSprite2 = a & 0xFFFF;
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seq_PlotSequence(nSprite2, nSeq, Ra[nPlayer].nFrame, 1);
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mytsprite[nSprite2].owner = -1;
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return;
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}
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}
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}
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END_PS_NS
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