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df34d8ca85
# Conflicts: # source/exhumed/src/anubis.cpp # source/exhumed/src/bubbles.cpp # source/exhumed/src/bubbles.h # source/exhumed/src/bullet.cpp # source/exhumed/src/bullet.h # source/exhumed/src/fish.cpp # source/exhumed/src/fish.h # source/exhumed/src/grenade.cpp # source/exhumed/src/grenade.h # source/exhumed/src/lavadude.cpp # source/exhumed/src/lavadude.h # source/exhumed/src/lion.cpp # source/exhumed/src/lion.h # source/exhumed/src/mummy.cpp # source/exhumed/src/mummy.h # source/exhumed/src/queen.cpp # source/exhumed/src/queen.h # source/exhumed/src/ra.cpp # source/exhumed/src/ra.h # source/exhumed/src/rat.cpp # source/exhumed/src/rat.h # source/exhumed/src/rex.cpp # source/exhumed/src/roach.cpp # source/exhumed/src/roach.h # source/exhumed/src/runlist.cpp # source/exhumed/src/scorp.cpp # source/exhumed/src/set.cpp # source/exhumed/src/set.h # source/exhumed/src/snake.cpp # source/exhumed/src/snake.h # source/exhumed/src/spider.cpp # source/exhumed/src/spider.h # source/exhumed/src/wasp.cpp # source/exhumed/src/wasp.h
530 lines
16 KiB
C++
530 lines
16 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 "mummy.h"
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#include "sequence.h"
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#include "move.h"
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#include "map.h"
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#include "sound.h"
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#include "exhumed.h"
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#include "random.h"
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#include "trigdat.h"
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#include "bullet.h"
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#include "items.h"
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#include <assert.h>
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#include "engine.h"
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BEGIN_PS_NS
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short nMummies = -1;
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struct Mummy
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{
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short nHealth;
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short B;
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short nAction;
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short nSprite;
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short nTarget;
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short F;
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short G;
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short H;
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};
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Mummy MummyList[kMaxMummies];
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static actionSeq ActionSeq[] = {
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{8, 0},
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{0, 0},
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{16, 0},
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{24, 0},
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{32, 1},
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{40, 1},
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{48, 1},
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{50, 0}
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};
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static SavegameHelper sgh("mummy",
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SV(nMummies),
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SA(MummyList),
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nullptr);
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void InitMummy()
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{
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nMummies = 0;
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}
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int BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
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{
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if (nMummies >= kMaxMummies) {
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return -1;
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}
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short nMummy = nMummies++;
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if (nSprite == -1)
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{
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nSprite = insertsprite(nSector, 102);
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}
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else
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{
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x = sprite[nSprite].x;
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y = sprite[nSprite].y;
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z = sprite[nSprite].z;
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nAngle = sprite[nSprite].ang;
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changespritestat(nSprite, 102);
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}
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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sprite[nSprite].z = z;
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sprite[nSprite].cstat = 0x101;
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sprite[nSprite].shade = -12;
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sprite[nSprite].clipdist = 32;
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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].xrepeat = 42;
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sprite[nSprite].yrepeat = 42;
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].ang = nAngle;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = -1;
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// GrabTimeSlot(3);
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nHealth = 640;
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MummyList[nMummy].B = 0;
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MummyList[nMummy].nSprite = nSprite;
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MummyList[nMummy].nTarget = -1;
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MummyList[nMummy].F = nMummy;
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MummyList[nMummy].G = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nMummy | 0xE0000);
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MummyList[nMummy].H = runlist_AddRunRec(NewRun, nMummy | 0xE0000);
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nCreaturesLeft++;
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return (nMummy | 0xE0000);
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}
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void CheckMummyRevive(short nMummy)
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{
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short nSprite = MummyList[nMummy].nSprite;
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for (int i = 0; i < nMummies; i++)
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{
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if (i != nMummy)
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{
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short nSprite2 = MummyList[i].nSprite;
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if (sprite[nSprite2].statnum != 102) {
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continue;
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}
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if (MummyList[i].nAction != 5) {
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continue;
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}
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int x = klabs(sprite[nSprite2].x - sprite[nSprite].x) >> 8;
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int y = klabs(sprite[nSprite2].y - sprite[nSprite].y) >> 8;
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if (x <= 20 && y <= 20)
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{
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if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - 8192, sprite[nSprite].sectnum,
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sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z - 8192, sprite[nSprite2].sectnum))
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{
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sprite[nSprite2].cstat = 0;
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MummyList[i].nAction = 6;
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MummyList[i].B = 0;
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}
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}
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}
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}
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}
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void FuncMummy(int a, int nDamage, int nRun)
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{
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short nMummy = RunData[nRun].nVal;
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assert(nMummy >= 0 && nMummy < kMaxMummies);
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short nTarget = UpdateEnemy(&MummyList[nMummy].nTarget);
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short nSprite = MummyList[nMummy].nSprite;
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short nAction = MummyList[nMummy].nAction;
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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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DebugOut("unknown msg %d for Mummy\n", nMessage);
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break;
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}
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case 0x20000:
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{
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Gravity(nSprite);
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int nSeq = SeqOffsets[kSeqMummy] + ActionSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].B);
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short nFrame = SeqBase[nSeq] + MummyList[nMummy].B;
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short nFrameFlag = FrameFlag[nFrame];
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seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].B);
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bool bVal = false;
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MummyList[nMummy].B++;
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if (MummyList[nMummy].B >= SeqSize[nSeq])
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{
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MummyList[nMummy].B = 0;
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bVal = true;
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}
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if (nTarget != -1 && nAction < 4)
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{
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if ((!sprite[nTarget].cstat) && nAction)
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{
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].B = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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}
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int nMov = MoveCreatureWithCaution(nSprite);
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if (nAction > 7)
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return;
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switch (nAction)
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{
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case 0:
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{
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if ((MummyList[nMummy].F & 0x1F) == (totalmoves & 0x1F))
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{
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sprite[nSprite].cstat = 0x101;
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if (nTarget < 0)
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{
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int nTarget = FindPlayer(nSprite, 100);
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if (nTarget >= 0)
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{
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D3PlayFX(StaticSound[kSound7], nSprite);
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MummyList[nMummy].B = 0;
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MummyList[nMummy].nTarget = nTarget;
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MummyList[nMummy].nAction = 1;
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MummyList[nMummy].G = 90;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = sintable[sprite[nSprite].ang] >> 2; // NOTE no angle masking in original code
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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 1:
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{
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if (MummyList[nMummy].G > 0)
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{
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MummyList[nMummy].G--;
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}
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if ((MummyList[nMummy].F & 0x1F) == (totalmoves & 0x1F))
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{
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sprite[nSprite].cstat = 0x101;
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PlotCourseToSprite(nSprite, nTarget);
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if (MummyList[nMummy].nAction == 1)
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{
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if (RandomBit())
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{
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if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum,
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sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
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{
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MummyList[nMummy].nAction = 3;
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MummyList[nMummy].B = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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return;
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}
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}
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}
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}
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// loc_2B5A8
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if (!MummyList[nMummy].B)
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{
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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}
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if (sprite[nSprite].xvel || sprite[nSprite].yvel)
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{
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if (sprite[nSprite].xvel > 0)
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{
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sprite[nSprite].xvel -= 1024;
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if (sprite[nSprite].xvel < 0) {
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sprite[nSprite].xvel = 0;
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}
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}
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else if (sprite[nSprite].xvel < 0)
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{
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sprite[nSprite].xvel += 1024;
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if (sprite[nSprite].xvel > 0) {
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sprite[nSprite].xvel = 0;
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}
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}
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if (sprite[nSprite].yvel > 0)
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{
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sprite[nSprite].yvel -= 1024;
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if (sprite[nSprite].yvel < 0) {
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sprite[nSprite].yvel = 0;
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}
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}
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else if (sprite[nSprite].yvel < 0)
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{
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sprite[nSprite].yvel += 1024;
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if (sprite[nSprite].yvel > 0) {
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sprite[nSprite].yvel = 0;
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}
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}
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}
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if (nMov)
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{
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switch (nMov & 0xC000)
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{
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case 0x8000:
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{
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sprite[nSprite].ang = (sprite[nSprite].ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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return;
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}
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case 0xC000:
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{
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if ((nMov & 0x3FFF) == nTarget)
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{
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int nAngle = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
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if (AngleDiff(sprite[nSprite].ang, nAngle) < 64)
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{
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MummyList[nMummy].nAction = 2;
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MummyList[nMummy].B = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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}
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return;
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}
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}
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}
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break;
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}
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case 2:
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{
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if (nTarget == -1)
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{
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].B = 0;
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}
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else
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{
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if (PlotCourseToSprite(nSprite, nTarget) >= 1024)
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{
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MummyList[nMummy].nAction = 1;
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MummyList[nMummy].B = 0;
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}
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else if (nFrameFlag & 0x80)
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{
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runlist_DamageEnemy(nTarget, nSprite, 5);
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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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MummyList[nMummy].B = 0;
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].G = 100;
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MummyList[nMummy].nTarget = -1;
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return;
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}
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else if (nFrameFlag & 0x80)
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{
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SetQuake(nSprite, 100);
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// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
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int nBullet = BuildBullet(nSprite, 9, 0, 0, -15360, sprite[nSprite].ang, nTarget + 10000, 1);
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CheckMummyRevive(nMummy);
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if (nBullet > -1)
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{
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if (!RandomSize(3))
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{
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// FIXME CHECKME - nBullet & 0xFFFF can be -1. Original code doesn't handle this??
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SetBulletEnemy(nBullet >> 16, nTarget); // isolate the bullet number (shift off the sprite index)
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sprite[nBullet & 0xFFFF].pal = 5;
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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 4:
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{
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if (bVal)
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{
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MummyList[nMummy].B = 0;
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MummyList[nMummy].nAction = 5;
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}
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return;
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}
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case 5:
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{
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MummyList[nMummy].B = 0;
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return;
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}
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case 6:
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{
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if (bVal)
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{
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sprite[nSprite].cstat = 0x101;
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nHealth = 300;
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MummyList[nMummy].nTarget = -1;
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nCreaturesLeft++;
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}
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return;
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}
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case 7:
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{
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if (nMov & 0x20000)
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{
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sprite[nSprite].xvel >>= 1;
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sprite[nSprite].yvel >>= 1;
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}
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if (bVal)
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{
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].cstat = 0x101;
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].B = 0;
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MummyList[nMummy].nTarget = -1;
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}
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return;
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}
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}
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return;
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}
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqMummy] + ActionSeq[nAction].a, MummyList[nMummy].B, ActionSeq[nAction].b);
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return;
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}
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case 0xA0000:
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{
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if (MummyList[nMummy].nHealth <= 0)
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return;
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nDamage = runlist_CheckRadialDamage(nSprite);
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// fall through to 0x80000
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fallthrough__;
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}
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case 0x80000:
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{
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if (nDamage <= 0)
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return;
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if (MummyList[nMummy].nHealth <= 0) {
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return;
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}
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MummyList[nMummy].nHealth -= nDamage;
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if (MummyList[nMummy].nHealth <= 0)
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{
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MummyList[nMummy].nHealth = 0;
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sprite[nSprite].cstat &= 0xFEFE;
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nCreaturesLeft--;
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DropMagic(nSprite);
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MummyList[nMummy].B = 0;
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MummyList[nMummy].nAction = 4;
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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].z = sector[sprite[nSprite].sectnum].floorz;
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}
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else
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{
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if (!RandomSize(2))
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{
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MummyList[nMummy].nAction = 7;
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MummyList[nMummy].B = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
END_PS_NS
|