raze/source/games/exhumed/src/set.cpp
Christoph Oelckers d31fe01b6d - skill stuff for Exhumed.
Just for fun. ;)
2021-02-27 14:08:08 +01:00

699 lines
22 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 "sequence.h"
#include <assert.h>
BEGIN_PS_NS
static actionSeq SetSeq[] = {
{0, 0},
{77, 1},
{78, 1},
{0, 0},
{9, 0},
{63, 0},
{45, 0},
{18, 0},
{27, 0},
{36, 0},
{72, 1},
{74, 1}
};
struct Set
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nCount;
short nIndex;
short nIndex2;
short nRun;
short nChannel;
};
TArray<Set> SetList;
FSerializer& Serialize(FSerializer& arc, const char* keyname, Set& w, Set* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("count", w.nCount)
("index", w.nIndex)
("index2", w.nIndex2)
("run", w.nRun)
("channel", w.nChannel)
.EndObject();
}
return arc;
}
void SerializeSet(FSerializer& arc)
{
arc("set", SetList);
}
void InitSets()
{
SetList.Clear();
}
int BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel)
{
auto nSet = SetList.Reserve(1);
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 120);
}
else
{
changespritestat(nSprite, 120);
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].shade = -12;
sprite[nSprite].clipdist = 110;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].xrepeat = 87;
sprite[nSprite].yrepeat = 96;
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].ang = nAngle;
sprite[nSprite].picnum = 1;
sprite[nSprite].hitag = 0;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].extra = -1;
// GrabTimeSlot(3);
SetList[nSet].nAction = 1;
SetList[nSet].nHealth = 8000;
SetList[nSet].nSprite = nSprite;
SetList[nSet].nFrame = 0;
SetList[nSet].nTarget = -1;
SetList[nSet].nCount = 90;
SetList[nSet].nIndex = 0;
SetList[nSet].nIndex2 = 0;
SetList[nSet].nChannel = nChannel;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSet | 0x190000);
// this isn't stored anywhere.
runlist_AddRunRec(NewRun, nSet | 0x190000);
nCreaturesTotal++;
return nSet | 0x190000;
}
int BuildSoul(int nSet)
{
int nSetSprite = SetList[nSet].nSprite;
int nSprite = insertsprite(sprite[nSetSprite].sectnum, 0);
assert(nSprite >= 0 && nSprite < kMaxSprites);
sprite[nSprite].cstat = 0x8000;
sprite[nSprite].shade = -127;
sprite[nSprite].xrepeat = 1;
sprite[nSprite].yrepeat = 1;
sprite[nSprite].pal = 0;
sprite[nSprite].clipdist = 5;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
sprite[nSprite].ang = RandomSize(11);
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = (-256) - RandomSize(10);
sprite[nSprite].x = sprite[nSetSprite].x;
sprite[nSprite].y = sprite[nSetSprite].y;
short nSector = sprite[nSprite].sectnum;
sprite[nSprite].z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetSpriteHeight(nSprite);
sprite[nSprite].hitag = nSet;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].extra = 0;
// GrabTimeSlot(3);
sprite[nSprite].owner = runlist_AddRunRec(NewRun, nSprite | 0x230000);
return nSprite | 0x230000;
}
void FuncSoul(int a, int, int nRun)
{
short nSprite = RunData[nRun].nVal;
int nMessage = a & kMessageMask;
switch (nMessage)
{
case 0x20000:
{
seq_MoveSequence(nSprite, SeqOffsets[kSeqSet] + 75, 0);
if (sprite[nSprite].xrepeat < 32)
{
sprite[nSprite].xrepeat++;
sprite[nSprite].yrepeat++;
}
sprite[nSprite].extra += (nSprite & 0x0F) + 5;
sprite[nSprite].extra &= kAngleMask;
int nVel = bcos(sprite[nSprite].extra, -7);
if (movesprite(nSprite, bcos(sprite[nSprite].ang) * nVel, bsin(sprite[nSprite].ang) * nVel, sprite[nSprite].zvel, 5120, 0, CLIPMASK0) & 0x10000)
{
int nSet = sprite[nSprite].hitag;
int nSetSprite = SetList[nSet].nSprite;
sprite[nSprite].cstat = 0;
sprite[nSprite].yrepeat = 1;
sprite[nSprite].xrepeat = 1;
sprite[nSprite].x = sprite[nSetSprite].x;
sprite[nSprite].y = sprite[nSetSprite].y;
sprite[nSprite].z = sprite[nSetSprite].z - (GetSpriteHeight(nSetSprite) >> 1);
mychangespritesect(nSprite, sprite[nSetSprite].sectnum);
return;
}
}
case 0x80000:
case 0xA0000:
case 0x90000:
return;
default:
Printf("unknown msg %d for Soul\n", nMessage);
}
}
void FuncSet(int a, int nDamage, int nRun)
{
short nSet = RunData[nRun].nVal;
assert(nSet >= 0 && nSet < (int)SetList.Size());
short nSprite = SetList[nSet].nSprite;
short nAction = SetList[nSet].nAction;
bool bVal = false;
int nMessage = a & kMessageMask;
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Set\n", nMessage);
return;
}
case 0xA0000:
{
if (nAction == 5)
{
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through to case 0x80000
}
fallthrough__;
}
case 0x80000:
{
if (nDamage && SetList[nSet].nHealth > 0)
{
if (nAction != 1)
{
SetList[nSet].nHealth -= dmgAdjust(nDamage);
}
if (SetList[nSet].nHealth <= 0)
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].cstat &= 0xFEFE;
SetList[nSet].nHealth = 0;
nCreaturesKilled++;
if (nAction < 10)
{
SetList[nSet].nFrame = 0;
SetList[nSet].nAction = 10;
}
}
else if (nAction == 1)
{
SetList[nSet].nAction = 2;
SetList[nSet].nFrame = 0;
}
}
return;
}
case 0x90000:
{
seq_PlotSequence(a, SeqOffsets[kSeqSet] + SetSeq[nAction].a, SetList[nSet].nFrame, SetSeq[nAction].b);
return;
}
case 0x20000:
{
Gravity(nSprite);
short nSeq = SeqOffsets[kSeqSet] + SetSeq[SetList[nSet].nAction].a;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SetList[nSet].nFrame);
seq_MoveSequence(nSprite, nSeq, SetList[nSet].nFrame);
if (nAction == 3)
{
if (SetList[nSet].nIndex2) {
SetList[nSet].nFrame++;
}
}
SetList[nSet].nFrame++;
if (SetList[nSet].nFrame >= SeqSize[nSeq])
{
SetList[nSet].nFrame = 0;
bVal = true;
}
short nFlag = FrameFlag[SeqBase[nSeq] + SetList[nSet].nFrame];
short nTarget = SetList[nSet].nTarget;
if (nTarget > -1 && nAction < 10)
{
if (!(sprite[nTarget].cstat & 0x101))
{
SetList[nSet].nTarget = -1;
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
nTarget = -1;
}
}
int nMov = MoveCreature(nSprite);
pushmove_old(&sprite[nSprite].x, &sprite[nSprite].y, &sprite[nSprite].z, &sprite[nSprite].sectnum, sprite[nSprite].clipdist << 2, 5120, -5120, CLIPMASK0);
if (sprite[nSprite].zvel > 4000)
{
if (nMov & 0x20000)
{
SetQuake(nSprite, 100);
}
}
switch (nAction)
{
default:
return;
case 0:
{
if ((nSet & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
{
nTarget = FindPlayer(nSprite, 1000);
}
if (nTarget >= 0)
{
SetList[nSet].nAction = 3;
SetList[nSet].nFrame = 0;
SetList[nSet].nTarget = nTarget;
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -1);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -1);
}
}
return;
}
case 1:
{
if (FindPlayer(nSprite, 1000) >= 0)
{
SetList[nSet].nCount--;
if (SetList[nSet].nCount <= 0)
{
SetList[nSet].nAction = 2;
SetList[nSet].nFrame = 0;
}
}
return;
}
case 2:
{
if (bVal)
{
SetList[nSet].nAction = 7;
SetList[nSet].nIndex = 0;
SetList[nSet].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
SetList[nSet].nTarget = FindPlayer(nSprite, 1000);
}
return;
}
case 3:
{
if (nTarget != -1)
{
if ((nFlag & 0x10) && (nMov & 0x20000))
{
SetQuake(nSprite, 100);
}
int nCourse = PlotCourseToSprite(nSprite, nTarget);
if ((nSet & 0x1F) == (totalmoves & 0x1F))
{
int nRand = RandomSize(3);
switch (nRand)
{
case 0:
case 2:
{
SetList[nSet].nIndex = 0;
SetList[nSet].nAction = 7;
SetList[nSet].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return;
}
case 1:
{
PlotCourseToSprite(nSprite, nTarget);
SetList[nSet].nAction = 6;
SetList[nSet].nFrame = 0;
SetList[nSet].nRun = 5;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return;
}
default:
{
if (nCourse <= 100)
{
SetList[nSet].nIndex2 = 0;
}
else
{
SetList[nSet].nIndex2 = 1;
}
break;
}
}
}
// loc_338E2
int nAngle = sprite[nSprite].ang & 0xFFF8;
sprite[nSprite].xvel = bcos(nAngle, -1);
sprite[nSprite].yvel = bsin(nAngle, -1);
if (SetList[nSet].nIndex2)
{
sprite[nSprite].xvel *= 2;
sprite[nSprite].yvel *= 2;
}
if ((nMov & 0xC000) == 0x8000)
{
short nWall = nMov & 0x3FFF;
short nSector = wall[nWall].nextsector;
if (nSector >= 0)
{
if ((sprite[nSprite].z - sector[nSector].floorz) < 55000)
{
if (sprite[nSprite].z > sector[nSector].ceilingz)
{
SetList[nSet].nIndex = 1;
SetList[nSet].nAction = 7;
SetList[nSet].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return;
}
}
}
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -1);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -1);
break;
}
else if ((nMov & 0xC000) == 0xC000)
{
if (nTarget == (nMov & 0x3FFF))
{
int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
if (AngleDiff(sprite[nSprite].ang, nAng) < 64)
{
SetList[nSet].nAction = 4;
SetList[nSet].nFrame = 0;
}
break;
}
else
{
SetList[nSet].nIndex = 1;
SetList[nSet].nAction = 7;
SetList[nSet].nFrame = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return;
}
}
break;
}
else
{
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
return;
}
}
case 4:
{
if (nTarget == -1)
{
SetList[nSet].nAction = 0;
SetList[nSet].nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
SetList[nSet].nAction = 3;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 5);
}
}
break;
}
case 5:
{
if (bVal)
{
SetList[nSet].nAction = 0;
SetList[nSet].nCount = 15;
}
return;
}
case 6:
{
if (nFlag & 0x80)
{
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
int nBullet = BuildBullet(nSprite, 11, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1);
SetBulletEnemy(FixedToInt(nBullet), nTarget); // isolate the bullet number (shift off the sprite index)
SetList[nSet].nRun--;
if (SetList[nSet].nRun <= 0 || !RandomBit())
{
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
}
}
return;
}
case 7:
{
if (bVal)
{
if (SetList[nSet].nIndex)
{
sprite[nSprite].zvel = -10000;
}
else
{
sprite[nSprite].zvel = -(PlotCourseToSprite(nSprite, nTarget));
}
SetList[nSet].nAction = 8;
SetList[nSet].nFrame = 0;
sprite[nSprite].xvel = bcos(sprite[nSprite].ang);
sprite[nSprite].yvel = bsin(sprite[nSprite].ang);
}
return;
}
case 8:
{
if (bVal)
{
SetList[nSet].nFrame = SeqSize[nSeq] - 1;
}
if (nMov & 0x20000)
{
SetQuake(nSprite, 200);
SetList[nSet].nAction = 9;
SetList[nSet].nFrame = 0;
}
return;
}
case 9:
{
sprite[nSprite].xvel >>= 1;
sprite[nSprite].yvel >>= 1;
if (bVal)
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
PlotCourseToSprite(nSprite, nTarget);
SetList[nSet].nAction = 6;
SetList[nSet].nFrame = 0;
SetList[nSet].nRun = 5;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
return;
}
case 10:
{
if (nFlag & 0x80)
{
sprite[nSprite].z -= GetSpriteHeight(nSprite);
BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSet, 76, 0));
sprite[nSprite].z += GetSpriteHeight(nSprite);
}
if (bVal)
{
SetList[nSet].nAction = 11;
SetList[nSet].nFrame = 0;
runlist_ChangeChannel(SetList[nSet].nChannel, 1);
for (int i = 0; i < 20; i++)
{
BuildSoul(nSet);
}
}
return;
}
case 11:
{
sprite[nSprite].cstat &= 0xFEFE;
return;
}
}
// loc_33AE3: ?
if (nAction)
{
if (nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101))
{
SetList[nSet].nAction = 0;
SetList[nSet].nFrame = 0;
SetList[nSet].nCount = 100;
SetList[nSet].nTarget = -1;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
}
}
return;
}
}
}
END_PS_NS