raze/source/games/exhumed/src/ra.cpp
Christoph Oelckers 42389133d3 - function separators.
Also removing some dead code.
2022-10-18 19:01:44 +02:00

348 lines
8.4 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "engine.h"
#include "exhumed.h"
#include "player.h"
#include "sequence.h"
#include "input.h"
#include <string.h>
BEGIN_PS_NS
/* bjd - the content of the ra.* files originally resided in gun.c I think... */
RA Ra[kMaxPlayers]; // one Ra for each player
static actionSeq RaSeq[] = {
{2, 1},
{0, 0},
{1, 0},
{2, 0}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
size_t MarkRa()
{
for (auto& r : Ra)
{
GC::Mark(r.pActor);
GC::Mark(r.pTarget);
}
return 2 * kMaxPlayers;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, RA& w, RA* def)
{
if (arc.BeginObject(keyname))
{
arc ("frame", w.nFrame)
("action", w.nAction)
("sprite", w.pActor)
("target", w.pTarget)
("run", w.nRun)
("atc", w.nState)
("player", w.nPlayer)
.EndObject();
}
return arc;
}
void SerializeRa(FSerializer& arc)
{
arc.Array("ra", Ra, PlayerCount);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FreeRa(int nPlayer)
{
int nRun = Ra[nPlayer].nRun;
DExhumedActor* pActor = Ra[nPlayer].pActor;
if (!pActor) return;
runlist_SubRunRec(nRun);
runlist_DoSubRunRec(pActor->spr.intowner);
runlist_FreeRun(pActor->spr.lotag - 1);
DeleteActor(pActor);
Ra[nPlayer] = {};
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void BuildRa(int nPlayer)
{
auto pPlayerActor = PlayerList[nPlayer].pActor;
auto pActor = insertActor(pPlayerActor->sector(), 203);
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = 0;
pActor->spr.extra = -1;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.hitag = 0;
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nPlayer, 0x210000);
pActor->spr.pal = 1;
pActor->spr.xrepeat = 64;
pActor->spr.yrepeat = 64;
pActor->spr.pos = pPlayerActor->spr.pos;
// GrabTimeSlot(3);
Ra[nPlayer].pActor = pActor;
Ra[nPlayer].nRun = runlist_AddRunRec(NewRun, nPlayer, 0x210000);
Ra[nPlayer].pTarget = nullptr;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].nState = 0;
Ra[nPlayer].nPlayer = nPlayer;
}
void InitRa()
{
memset(Ra, 0, sizeof(RA) * kMaxPlayers);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MoveRaToEnemy(int nPlayer)
{
DExhumedActor* pTarget = Ra[nPlayer].pTarget;
DExhumedActor* pActor = Ra[nPlayer].pActor;
if (!pActor) return;
int nAction = Ra[nPlayer].nAction;
if (pTarget)
{
if (!(pTarget->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) || pTarget->spr.statnum == MAXSTATUS)
{
Ra[nPlayer].pTarget = nullptr;
if (nAction == 0 || nAction == 3) {
return;
}
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
else
{
if (pActor->sector() != pTarget->sector()) {
ChangeActorSect(pActor, pTarget->sector());
}
}
}
else
{
if (nAction == 1 || nAction == 2)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
if (nAction) {
return;
}
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pTarget = PlayerList[nPlayer].pActor;
}
pActor->spr.pos = pTarget->spr.pos.plusZ(-GetActorHeight(pTarget));
if (pActor->sector() != pTarget->sector()) {
ChangeActorSect(pActor, pTarget->sector());
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIRa::Tick(RunListEvent* ev)
{
int nPlayer = RunData[ev->nRun].nObjIndex;
int nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
int nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
DExhumedActor* pActor = Ra[nPlayer].pActor;
if (!pActor) return;
bool bVal = false;
Ra[nPlayer].pTarget = sPlayerInput[nPlayer].pTarget;
pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, Ra[nPlayer].nFrame);
if (Ra[nPlayer].nAction)
{
seq_MoveSequence(pActor, nSeq, Ra[nPlayer].nFrame);
Ra[nPlayer].nFrame++;
if (Ra[nPlayer].nFrame >= SeqSize[nSeq])
{
Ra[nPlayer].nFrame = 0;
bVal = true;
}
}
switch (Ra[nPlayer].nAction)
{
case 0:
{
MoveRaToEnemy(nPlayer);
if (!Ra[nPlayer].nState || Ra[nPlayer].pTarget == nullptr)
{
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
}
else
{
pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
Ra[nPlayer].nAction = 1;
Ra[nPlayer].nFrame = 0;
}
return;
}
case 1:
{
if (!Ra[nPlayer].nState)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (bVal) {
Ra[nPlayer].nAction = 2;
}
MoveRaToEnemy(nPlayer);
}
return;
}
case 2:
{
MoveRaToEnemy(nPlayer);
if (nCurrentWeapon != kWeaponRing)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (Ra[nPlayer].nFrame || Ra[nPlayer].pTarget == nullptr)
{
if (!bVal) {
return;
}
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
{
runlist_DamageEnemy(Ra[nPlayer].pTarget, PlayerList[Ra[nPlayer].nPlayer].pActor, BulletInfo[kWeaponRing].nDamage);
AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
SetQuake(pActor, 100);
}
else
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
SelectNewWeapon(nPlayer);
}
}
}
return;
}
case 3:
{
if (bVal)
{
pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].nState = 0;
}
return;
}
default:
return;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIRa::Draw(RunListEvent* ev)
{
int nPlayer = RunData[ev->nRun].nObjIndex;
int nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
seq_PlotSequence(ev->nParam, nSeq, Ra[nPlayer].nFrame, 1);
ev->pTSprite->ownerActor = nullptr;
}
END_PS_NS