mirror of
https://github.com/DrBeef/Raze.git
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407 lines
11 KiB
C++
407 lines
11 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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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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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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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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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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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(), 40, 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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void BuildSnake(int nPlayer, int zVal)
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{
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zVal -= 1280;
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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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int x = pPlayerActor->int_pos().X;
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int y = pPlayerActor->int_pos().Y;
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int z = (pPlayerActor->int_pos().Z + zVal) - 2560;
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int nAngle = pPlayerActor->int_ang();
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HitInfo hit{};
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hitscan(vec3_t( x, y, z ), pPlayerActor->sector(), { bcos(nAngle), bsin(nAngle), 0 }, hit, CLIPMASK1);
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uint32_t yDiff = abs(hit.int_hitpos().Y - y);
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uint32_t xDiff = abs(hit.int_hitpos().X - x);
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uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
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if (sqrtNum > INT_MAX)
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{
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DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
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sqrtNum = INT_MAX;
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}
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int nSqrt = ksqrt(sqrtNum);
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if (nSqrt < bsin(512, -4))
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{
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auto v = hit.int_hitpos();
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BackUpBullet(&v.X, &v.Y, nAngle);
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hit.set_int_hitpos_xy(v.X, v.Y);
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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 (sPlayerInput[nPlayer].pTarget != nullptr)
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{
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pTarget = sPlayerInput[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 * zinttoworld);
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pActor->spr.xrepeat = 32;
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pActor->spr.yrepeat = 32;
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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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pActor->spr.xrepeat = 40 - 3 * i;
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pActor->spr.yrepeat = 40 - 3 * i;
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}
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pActor->spr.clipdist = 10;
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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.angle = pPlayerActor->spr.angle;
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pActor->spr.xvel = 0;
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pActor->spr.yvel = 0;
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pActor->clear_zvel();
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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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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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int nAngle = pActor->int_ang();
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auto pSector =pActor->sector();
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int esi = 2048;
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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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int nAngle2 = (nAngle - GetAngleToSprite(pActor, pAct2)) & kAngleMask;
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if (nAngle2 < esi)
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{
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pEnemy = pAct2;
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esi = 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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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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int zVal;
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if (pEnemySprite == nullptr)
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{
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SEARCH_ENEMY:
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nMov = movesprite(pActor,
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600 * bcos(pActor->int_ang()),
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600 * bsin(pActor->int_ang()),
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bsin(SnakeList[nSnake].nAngle, -5),
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0, 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->int_pos().Z;
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nMov = AngleChase(pActor, pEnemySprite, 1200, SnakeList[nSnake].nAngle, 32);
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zVal = pActor->int_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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int nAngle = pActor->int_ang();
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int var_30 = -bcos(nAngle, 6);
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int var_34 = -bsin(nAngle, 6);
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int var_20 = SnakeList[nSnake].nAngle;
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SnakeList[nSnake].nAngle = (SnakeList[nSnake].nAngle + 64) & 0x7FF;
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int var_28 = (nAngle + 512) & kAngleMask;
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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->set_int_ang(nAngle);
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pActor2->spr.pos = pActor->spr.pos;
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ChangeActorSect(pActor2, pSector);
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int eax = (bsin(var_20) * SnakeList[nSnake].c[i]) >> 9;
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movesprite(pActor2, var_30 + var_30 * i + eax * bcos(var_28), var_30 + var_34 * i + eax * bsin(var_28),
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-zVal * (i - 1), 0, 0, CLIPMASK1);
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var_20 = (var_20 + 128) & kAngleMask;
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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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