mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-03 17:43:28 +00:00
42389133d3
Also removing some dead code.
348 lines
8.4 KiB
C++
348 lines
8.4 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 "aistuff.h"
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#include "engine.h"
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#include "exhumed.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 <string.h>
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BEGIN_PS_NS
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/* bjd - the content of the ra.* files originally resided in gun.c I think... */
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RA Ra[kMaxPlayers]; // one Ra for each player
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static actionSeq RaSeq[] = {
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{2, 1},
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{0, 0},
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{1, 0},
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{2, 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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//---------------------------------------------------------------------------
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size_t MarkRa()
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{
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for (auto& r : Ra)
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{
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GC::Mark(r.pActor);
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GC::Mark(r.pTarget);
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}
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return 2 * kMaxPlayers;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, RA& w, RA* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.pActor)
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("target", w.pTarget)
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("run", w.nRun)
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("atc", w.nState)
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("player", w.nPlayer)
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.EndObject();
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}
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return arc;
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}
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void SerializeRa(FSerializer& arc)
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{
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arc.Array("ra", Ra, PlayerCount);
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}
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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 FreeRa(int nPlayer)
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{
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int nRun = Ra[nPlayer].nRun;
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DExhumedActor* pActor = Ra[nPlayer].pActor;
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if (!pActor) return;
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runlist_SubRunRec(nRun);
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runlist_DoSubRunRec(pActor->spr.intowner);
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runlist_FreeRun(pActor->spr.lotag - 1);
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DeleteActor(pActor);
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Ra[nPlayer] = {};
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}
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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 BuildRa(int nPlayer)
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{
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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auto pActor = insertActor(pPlayerActor->sector(), 203);
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->spr.extra = -1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.hitag = 0;
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nPlayer, 0x210000);
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pActor->spr.pal = 1;
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pActor->spr.xrepeat = 64;
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pActor->spr.yrepeat = 64;
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pActor->spr.pos = pPlayerActor->spr.pos;
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// GrabTimeSlot(3);
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Ra[nPlayer].pActor = pActor;
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Ra[nPlayer].nRun = runlist_AddRunRec(NewRun, nPlayer, 0x210000);
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Ra[nPlayer].pTarget = nullptr;
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Ra[nPlayer].nFrame = 0;
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Ra[nPlayer].nAction = 0;
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Ra[nPlayer].nState = 0;
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Ra[nPlayer].nPlayer = nPlayer;
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}
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void InitRa()
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{
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memset(Ra, 0, sizeof(RA) * kMaxPlayers);
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}
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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 MoveRaToEnemy(int nPlayer)
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{
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DExhumedActor* pTarget = Ra[nPlayer].pTarget;
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DExhumedActor* pActor = Ra[nPlayer].pActor;
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if (!pActor) return;
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int nAction = Ra[nPlayer].nAction;
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if (pTarget)
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{
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if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) || pTarget->spr.statnum == MAXSTATUS)
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{
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Ra[nPlayer].pTarget = nullptr;
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if (nAction == 0 || nAction == 3) {
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return;
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}
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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return;
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}
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else
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{
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if (pActor->sector() != pTarget->sector()) {
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ChangeActorSect(pActor, pTarget->sector());
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}
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}
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}
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else
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{
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if (nAction == 1 || nAction == 2)
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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return;
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}
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if (nAction) {
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return;
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}
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pTarget = PlayerList[nPlayer].pActor;
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}
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pActor->spr.pos = pTarget->spr.pos.plusZ(-GetActorHeight(pTarget));
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if (pActor->sector() != pTarget->sector()) {
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ChangeActorSect(pActor, pTarget->sector());
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}
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}
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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 AIRa::Tick(RunListEvent* ev)
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{
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int nPlayer = RunData[ev->nRun].nObjIndex;
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int nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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int nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
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DExhumedActor* pActor = Ra[nPlayer].pActor;
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if (!pActor) return;
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bool bVal = false;
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Ra[nPlayer].pTarget = sPlayerInput[nPlayer].pTarget;
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pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, Ra[nPlayer].nFrame);
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if (Ra[nPlayer].nAction)
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{
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seq_MoveSequence(pActor, nSeq, Ra[nPlayer].nFrame);
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Ra[nPlayer].nFrame++;
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if (Ra[nPlayer].nFrame >= SeqSize[nSeq])
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{
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Ra[nPlayer].nFrame = 0;
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bVal = true;
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}
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}
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switch (Ra[nPlayer].nAction)
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{
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case 0:
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{
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MoveRaToEnemy(nPlayer);
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if (!Ra[nPlayer].nState || Ra[nPlayer].pTarget == nullptr)
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{
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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}
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else
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{
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pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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Ra[nPlayer].nAction = 1;
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Ra[nPlayer].nFrame = 0;
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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 (!Ra[nPlayer].nState)
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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}
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else
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{
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if (bVal) {
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Ra[nPlayer].nAction = 2;
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}
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MoveRaToEnemy(nPlayer);
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}
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return;
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}
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case 2:
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{
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MoveRaToEnemy(nPlayer);
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if (nCurrentWeapon != kWeaponRing)
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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}
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else
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{
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if (Ra[nPlayer].nFrame || Ra[nPlayer].pTarget == nullptr)
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{
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if (!bVal) {
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return;
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}
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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}
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else
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{
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if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
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{
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runlist_DamageEnemy(Ra[nPlayer].pTarget, PlayerList[Ra[nPlayer].nPlayer].pActor, BulletInfo[kWeaponRing].nDamage);
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AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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SetQuake(pActor, 100);
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}
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else
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{
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Ra[nPlayer].nAction = 3;
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Ra[nPlayer].nFrame = 0;
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SelectNewWeapon(nPlayer);
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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 3:
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{
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if (bVal)
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{
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pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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Ra[nPlayer].nAction = 0;
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Ra[nPlayer].nFrame = 0;
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Ra[nPlayer].nState = 0;
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}
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return;
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}
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default:
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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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//
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//
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//---------------------------------------------------------------------------
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void AIRa::Draw(RunListEvent* ev)
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{
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int nPlayer = RunData[ev->nRun].nObjIndex;
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int nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
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seq_PlotSequence(ev->nParam, nSeq, Ra[nPlayer].nFrame, 1);
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ev->pTSprite->ownerActor = nullptr;
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}
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END_PS_NS
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