raze/source/games/exhumed/src/ra.cpp
Christoph Oelckers c8a75a8664 - give each DrawInfo its own list of tsprites.
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.
2021-04-02 10:28:40 +02:00

314 lines
8.6 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 "engine.h"
#include "exhumed.h"
#include "player.h"
#include "sequence.h"
#include "input.h"
#include <string.h>
BEGIN_PS_NS
/* bjd - the content of the ra.* files originally resided in gun.c I think... */
RA Ra[kMaxPlayers]; // one Ra for each player
static actionSeq RaSeq[] = {
{2, 1},
{0, 0},
{1, 0},
{2, 0}
};
FSerializer& Serialize(FSerializer& arc, const char* keyname, RA& w, RA* def)
{
if (arc.BeginObject(keyname))
{
arc ("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("run", w.nRun)
("ata", w.field_A)
("atc", w.field_C)
("player", w.nPlayer)
.EndObject();
}
return arc;
}
void SerializeRa(FSerializer& arc)
{
arc.Array("ra", Ra, PlayerCount);
}
void FreeRa(short nPlayer)
{
int nRun = Ra[nPlayer].nRun;
int nSprite = Ra[nPlayer].nSprite;
runlist_SubRunRec(nRun);
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_FreeRun(sprite[nSprite].lotag - 1);
mydeletesprite(nSprite);
}
int BuildRa(short nPlayer)
{
short nPlayerSprite = PlayerList[nPlayer].nSprite;
int nSprite = insertsprite(sprite[nPlayerSprite].sectnum, 203);
sprite[nSprite].cstat = 0x8000;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].extra = -1;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].hitag = 0;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nPlayer | 0x210000);
sprite[nSprite].pal = 1;
sprite[nSprite].xrepeat = 64;
sprite[nSprite].yrepeat = 64;
sprite[nSprite].x = sprite[nPlayerSprite].x;
sprite[nSprite].y = sprite[nPlayerSprite].y;
sprite[nSprite].z = sprite[nPlayerSprite].z;
// GrabTimeSlot(3);
Ra[nPlayer].nSprite = nSprite;
Ra[nPlayer].nRun = runlist_AddRunRec(NewRun, nPlayer | 0x210000);
Ra[nPlayer].nTarget = -1;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].field_C = 0;
Ra[nPlayer].nPlayer = nPlayer;
return nPlayer | 0x210000;
}
void InitRa()
{
memset(Ra, 0, sizeof(RA) * kMaxPlayers);
}
void MoveRaToEnemy(short nPlayer)
{
short nTarget = Ra[nPlayer].nTarget;
short nSprite = Ra[nPlayer].nSprite;
short nAction = Ra[nPlayer].nAction;
if (nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101) || sprite[nTarget].sectnum == MAXSECTORS)
{
Ra[nPlayer].nTarget = -1;
if (nAction == 0 || nAction == 3) {
return;
}
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
else
{
if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
mychangespritesect(nSprite, sprite[nTarget].sectnum);
}
}
}
else
{
if (nAction == 1 || nAction == 2)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
if (nAction) {
return;
}
sprite[nSprite].cstat = 0x8000;
nTarget = PlayerList[nPlayer].nSprite;
}
sprite[nSprite].x = sprite[nTarget].x;
sprite[nSprite].y = sprite[nTarget].y;
sprite[nSprite].z = sprite[nTarget].z - GetSpriteHeight(nTarget);
if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
mychangespritesect(nSprite, sprite[nTarget].sectnum);
}
}
void FuncRa(int a, int, int nRun)
{
short nPlayer = RunData[nRun].nVal;
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
short nSprite = Ra[nPlayer].nSprite;
bool bVal = false;
int nMessage = a & kMessageMask;
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Ra\n", nMessage);
return;
}
case 0x30000:
case 0xA0000:
return;
case 0x20000:
{
Ra[nPlayer].nTarget = sPlayerInput[nPlayer].nTarget;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, Ra[nPlayer].nFrame);
if (Ra[nPlayer].nAction)
{
seq_MoveSequence(nSprite, nSeq, Ra[nPlayer].nFrame);
Ra[nPlayer].nFrame++;
if (Ra[nPlayer].nFrame >= SeqSize[nSeq])
{
Ra[nPlayer].nFrame = 0;
bVal = true;
}
}
switch (Ra[nPlayer].nAction)
{
case 0:
{
MoveRaToEnemy(nPlayer);
if (!Ra[nPlayer].field_C || Ra[nPlayer].nTarget <= -1)
{
sprite[nSprite].cstat = 0x8000;
}
else
{
sprite[nSprite].cstat &= 0x7FFF;
Ra[nPlayer].nAction = 1;
Ra[nPlayer].nFrame = 0;
}
return;
}
case 1:
{
if (!Ra[nPlayer].field_C)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (bVal) {
Ra[nPlayer].nAction = 2;
}
MoveRaToEnemy(nPlayer);
}
return;
}
case 2:
{
MoveRaToEnemy(nPlayer);
if (nCurrentWeapon != kWeaponRing)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (Ra[nPlayer].nFrame || Ra[nPlayer].nTarget <= -1)
{
if (!bVal) {
return;
}
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
{
runlist_DamageEnemy(Ra[nPlayer].nTarget, PlayerList[Ra[nPlayer].nPlayer].nSprite, BulletInfo[kWeaponRing].nDamage);
AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
SetQuake(nSprite, 100);
}
else
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
SelectNewWeapon(nPlayer);
}
}
}
return;
}
case 3:
{
if (bVal)
{
sprite[nSprite].cstat |= 0x8000;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].field_C = 0;
}
return;
}
default:
return;
}
}
case 0x90000:
{
short nSprite2 = a & 0xFFFF;
seq_PlotSequence(nSprite2, nSeq, Ra[nPlayer].nFrame, 1);
mytsprite[nSprite2].owner = -1;
return;
}
}
}
END_PS_NS