mirror of
https://github.com/DrBeef/Raze.git
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432 lines
11 KiB
C++
432 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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short nPlayerSnake[kMaxPlayers];
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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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("sc", w.sC)
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("run", w.nRun)
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.Array("c", w.c, countof(w.c))
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("se", w.sE)
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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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short 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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short 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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auto pSnake = SnakeList[nSnake].pSprites[i];
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auto pSprite = &pSnake->s();
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runlist_DoSubRunRec(pSprite->lotag - 1);
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runlist_DoSubRunRec(pSprite->owner);
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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, short nPlayer)
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{
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auto pSprite = &pActor->s();
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short 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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short nOwner = pSprite->owner;
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pSprite->owner = PlayerList[nPlayer].nSprite;
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runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponStaff].nRadius);
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pSprite->owner = nOwner;
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BuildAnim(nullptr, 23, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 40, 4);
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AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128);
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StopActorSound(pActor);
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}
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void BuildSnake(short nPlayer, short zVal)
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{
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zVal -= 1280;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerSprite = &pPlayerActor->s();
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short nViewSect = nPlayerViewSect[nPlayer];
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short nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0);
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int x = pPlayerSprite->x;
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int y = pPlayerSprite->y;
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int z = (pPlayerSprite->z + zVal) - 2560;
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short nAngle = pPlayerSprite->ang;
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short hitsect;
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int hitx, hity, hitz;
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DExhumedActor* hitactor;
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vec3_t pos = { x, y, z };
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hitdata_t hitData;
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hitscan(&pos, pPlayerSprite->sectnum, bcos(nAngle), bsin(nAngle), 0, &hitData, CLIPMASK1);
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hitx = hitData.pos.x;
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hity = hitData.pos.y;
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hitz = hitData.pos.z;
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hitsect = hitData.sect;
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hitactor = hitData.sprite == -1? nullptr : &exhumedActors[hitData.sprite];
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uint32_t xDiff = abs(hitx - x);
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uint32_t yDiff = abs(hity - y);
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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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BackUpBullet(&hitx, &hity, nAngle);
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auto pActor = insertActor(hitsect, 202);
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auto pSprite = &pActor->s();
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pSprite->x = hitx;
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pSprite->y = hity;
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pSprite->z = hitz;
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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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if (hitactor && hitactor->s().statnum >= 90 && hitactor->s().statnum <= 199) {
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pTarget = hitactor;
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}
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else if (sPlayerInput[nPlayer].nTarget >= 0)
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{
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pTarget = &exhumedActors[sPlayerInput[nPlayer].nTarget];
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}
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short nSnake = GrabSnake();
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if (nSnake == -1) return;
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// GrabTimeSlot(3);
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DExhumedActor* sprt;
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for (int i = 0; i < kSnakeSprites; i++)
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{
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auto pActor = insertActor(nViewSect, 202);
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auto pSprite = &pActor->s();
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pActor->pTarget = pPlayerActor;
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//pSprite->owner = nPlayerSprite;
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pSprite->picnum = nPic;
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if (i == 0)
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{
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pSprite->x = pPlayerSprite->x;
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pSprite->y = pPlayerSprite->y;
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pSprite->z = pPlayerSprite->z + zVal;
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pSprite->xrepeat = 32;
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pSprite->yrepeat = 32;
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nViewSect = pSprite->sectnum;
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sprt = pActor;
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}
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else
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{
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pSprite->x = sprt->s().x;
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pSprite->y = sprt->s().y;
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pSprite->z = sprt->s().z;
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pSprite->xrepeat = 40 - 3 * i;
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pSprite->yrepeat = 40 - 3 * i;
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}
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pSprite->clipdist = 10;
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pSprite->cstat = 0;
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pSprite->shade = -64;
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pSprite->pal = 0;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = pPlayerSprite->ang;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->hitag = 0;
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pSprite->extra = -1;
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pSprite->lotag = runlist_HeadRun() + 1;
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pSprite->backuppos();
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SnakeList[nSnake].pSprites[i] = pActor;
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pSprite->owner = runlist_AddRunRec(pSprite->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].sC = 1200;
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SnakeList[nSnake].sE = 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(short nSnake)
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{
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short nPlayer = SnakeList[nSnake].nSnakePlayer;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerSprite = &pPlayerActor->s();
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auto pActor = SnakeList[nSnake].pSprites[0]; // CHECKME
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auto pSprite = &pActor->s();
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short nAngle = pSprite->ang;
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short nSector = pSprite->sectnum;
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int esi = 2048;
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DExhumedActor* pEnemy = nullptr;
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ExhumedSectIterator it(nSector);
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while (auto pAct2 = it.Next())
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{
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auto pSpr2 = &pAct2->s();
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if (pSpr2->statnum >= 90 && pSpr2->statnum < 150 && (pSpr2->cstat & 0x101))
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{
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if (pAct2 != pPlayerActor && !(pSpr2->cstat & 0x8000))
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{
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int nAngle2 = (nAngle - GetAngleToSprite(pActor->GetSpriteIndex(), pAct2->GetSpriteIndex())) & 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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short nSnake = RunData[ev->nRun].nObjIndex;
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assert(nSnake >= 0 && nSnake < kMaxSnakes);
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auto pActor = SnakeList[nSnake].pSprites[0];
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auto pSprite = &pActor->s();
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seq_MoveSequence(pActor, SeqOffsets[kSeqSnakehed], 0);
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auto 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(pSprite->ang),
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600 * bsin(pSprite->ang),
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bsin(SnakeList[nSnake].sE, -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->s().cstat & 0x101))
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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 = pSprite->z;
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nMov = AngleChase(pActor, pEnemySprite, 1200, SnakeList[nSnake].sE, 32);
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zVal = pSprite->z - zVal;
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}
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if (nMov.type || nMov.exbits)
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{
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short 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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short nAngle = pSprite->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].sE;
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SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
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int var_28 = (nAngle + 512) & kAngleMask;
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short nSector = pSprite->sectnum;
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z;
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for (int i = 7; i > 0; i--)
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{
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auto pActor2 = SnakeList[nSnake].pSprites[i];
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auto pSprite2 = &pActor2->s();
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pSprite2->ang = nAngle;
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pSprite2->x = x;
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pSprite2->y = y;
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pSprite2->z = z;
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ChangeActorSect(pActor2, nSector);
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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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short nSnake = RunData[ev->nRun].nObjIndex;
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short 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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mytsprite[nSprite].owner = -1;
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}
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void FuncSnake(int nObject, int nMessage, int nDamage, int nRun)
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{
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AISnake ai;
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runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
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}
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END_PS_NS
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