//------------------------------------------------------------------------- /* 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 "lion.h" #include "engine.h" #include "runlist.h" #include "exhumed.h" #include "sequence.h" #include "move.h" #include "sound.h" #include "random.h" #include "trigdat.h" #include "items.h" #include BEGIN_PS_NS #define kMaxLions 40 short LionCount = -1; short MoveHook[kMaxLions]; static actionSeq ActionSeq[] = { {54, 1}, {18, 0}, {0, 0}, {10, 0}, {44, 0}, {18, 0}, {26, 0}, {34, 0}, {8, 1}, {9, 1}, {52, 1}, {53, 1} }; struct Lion { short nHealth; short nFrame; short nAction; short nSprite; short nTarget; short _f; short _g; }; Lion LionList[kMaxLions]; static SavegameHelper sgh("lion", SV(LionCount), SA(MoveHook), SA(LionList), nullptr); void InitLion() { LionCount = kMaxLions; } int BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle) { LionCount--; short nLion = LionCount; if (LionCount < 0) { return -1; } if (nSprite == -1) { nSprite = insertsprite(nSector, 104); } else { changespritestat(nSprite, 104); x = sprite[nSprite].x; y = sprite[nSprite].y; z = sector[sprite[nSprite].sectnum].floorz; nAngle = sprite[nSprite].ang; } assert(nSprite >= 0 && nSprite < kMaxSprites); sprite[nSprite].x = x; sprite[nSprite].y = y; sprite[nSprite].z = z; sprite[nSprite].cstat = 0x101; sprite[nSprite].clipdist = 60; sprite[nSprite].shade = -12; sprite[nSprite].xrepeat = 40; sprite[nSprite].yrepeat = 40; sprite[nSprite].picnum = 1; sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal; sprite[nSprite].xoffset = 0; sprite[nSprite].yoffset = 0; sprite[nSprite].ang = nAngle; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].lotag = runlist_HeadRun() + 1; sprite[nSprite].hitag = 0; sprite[nSprite].extra = -1; // GrabTimeSlot(3); LionList[nLion].nAction = 0; LionList[nLion].nHealth = 500; LionList[nLion].nFrame = 0; LionList[nLion].nSprite = nSprite; LionList[nLion].nTarget = -1; LionList[nLion]._g = 0; LionList[nLion]._f = nLion; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nLion | 0x130000); MoveHook[nLion] = runlist_AddRunRec(NewRun, nLion | 0x130000); nCreaturesLeft++; return nLion | 0x130000; } void FuncLion(int a, int nDamage, int nRun) { short nLion = RunData[nRun].nVal; assert(nLion >= 0 && nLion < kMaxLions); short nSprite = LionList[nLion].nSprite; short nAction = LionList[nLion].nAction; bool bVal = false; int nMessage = a & kMessageMask; switch (nMessage) { default: { Printf("unknown msg %d for Lion\n", nMessage); return; } case 0x90000: { seq_PlotSequence(a, SeqOffsets[kSeqLion] + ActionSeq[nAction].a, LionList[nLion].nFrame, ActionSeq[nAction].b); return; } case 0xA0000: { nDamage = runlist_CheckRadialDamage(nSprite); // now fall through to 0x80000 fallthrough__; } case 0x80000: { if (nDamage && LionList[nLion].nHealth > 0) { LionList[nLion].nHealth -= nDamage; if (LionList[nLion].nHealth <= 0) { // R.I.P. sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].cstat &= 0xFEFE; LionList[nLion].nHealth = 0; nCreaturesLeft--; if (nAction < 10) { DropMagic(nSprite); if (nMessage == 0xA0000) { LionList[nLion].nAction = 11; } else { LionList[nLion].nAction = 10; } LionList[nLion].nFrame = 0; return; } } else { short nTarget = a & 0xFFFF; if (nTarget > -1) { if (sprite[nTarget].statnum < 199) { LionList[nLion].nTarget = nTarget; } if (nAction != 6) { if (RandomSize(8) <= (LionList[nLion].nHealth >> 2)) { LionList[nLion].nAction = 4; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } else if (RandomSize(1)) { PlotCourseToSprite(nSprite, nTarget); LionList[nLion].nAction = 5; LionList[nLion]._g = RandomSize(3); sprite[nSprite].ang = (sprite[nSprite].ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code } else { LionList[nLion].nAction = 8; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].cstat &= 0xFEFE; } LionList[nLion].nFrame = 0; } } } } return; } case 0x20000: { if (nAction != 7) { Gravity(nSprite); } short nSeq = SeqOffsets[kSeqLion] + ActionSeq[nAction].a; sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame); seq_MoveSequence(nSprite, nSeq, LionList[nLion].nFrame); LionList[nLion].nFrame++; if (LionList[nLion].nFrame >= SeqSize[nSeq]) { LionList[nLion].nFrame = 0; bVal = true; } short nFlag = FrameFlag[SeqBase[nSeq] + LionList[nLion].nFrame]; short nTarget = LionList[nLion].nTarget; int nMov = MoveCreatureWithCaution(nSprite); switch (nAction) { default: return; case 0: case 1: { if ((LionList[nLion]._f & 0x1F) == (totalmoves & 0x1F)) { if (nTarget < 0) { nTarget = FindPlayer(nSprite, 40); if (nTarget >= 0) { D3PlayFX(StaticSound[kSound24], nSprite); LionList[nLion].nAction = 2; LionList[nLion].nFrame = 0; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; LionList[nLion].nTarget = nTarget; return; } } } if (nAction) { LionList[nLion]._g--; if (LionList[nLion]._g <= 0) { if (RandomBit()) { sprite[nSprite].ang = RandomWord() & kAngleMask; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; } else { sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } LionList[nLion]._g = 100; } } return; } case 2: { if ((totalmoves & 0x1F) == (LionList[nLion]._f & 0x1F)) { PlotCourseToSprite(nSprite, nTarget); int nAng = sprite[nSprite].ang & 0xFFF8; if (sprite[nSprite].cstat & 0x8000) { sprite[nSprite].xvel = Cos(nAng) * 2; sprite[nSprite].yvel = Sin(nAng) * 2; } else { sprite[nSprite].xvel = Cos(nAng) >> 1; sprite[nSprite].yvel = Sin(nAng) >> 1; } } if ((nMov & 0xC000) < 0x8000) { break; } else if ((nMov & 0xC000) == 0x8000) { // loc_378FA: sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; break; } else if ((nMov & 0xC000) == 0xC000) { if ((nMov & 0x3FFF) == nTarget) { if (sprite[nSprite].cstat & 0x8000) { LionList[nLion].nAction = 9; sprite[nSprite].cstat &= 0x7FFF; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } else { int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y); if (AngleDiff(sprite[nSprite].ang, nAng) < 64) { LionList[nLion].nAction = 3; } } LionList[nLion].nFrame = 0; break; } else { // loc_378FA: sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; break; } } break; } case 3: { if (nTarget == -1) { LionList[nLion].nAction = 1; LionList[nLion]._g = 50; } else { if (PlotCourseToSprite(nSprite, nTarget) >= 768) { LionList[nLion].nAction = 2; } else if (nFlag & 0x80) { runlist_DamageEnemy(nTarget, nSprite, 10); } } break; } case 4: { if (bVal) { LionList[nLion].nAction = 2; LionList[nLion].nFrame = 0; } if (nMov & 0x20000) { sprite[nSprite].xvel >>= 1; sprite[nSprite].yvel >>= 1; } return; } case 5: // Jump away when damaged { LionList[nLion]._g--; if (LionList[nLion]._g <= 0) { sprite[nSprite].zvel = -4000; LionList[nLion]._g = 0; int x = sprite[nSprite].x; int y = sprite[nSprite].y; int z = sprite[nSprite].z - (GetSpriteHeight(nSprite) >> 1); int nCheckDist = 0x7FFFFFFF; short nAngle = sprite[nSprite].ang; short nScanAngle = (sprite[nSprite].ang - 512) & kAngleMask; for (int i = 0; i < 5; i++) { short hitwall; int hitx, hity; vec3_t startPos = { x, y, z }; hitdata_t hitData; hitscan(&startPos, sprite[nSprite].sectnum, Cos(nScanAngle), Sin(nScanAngle), 0, &hitData, CLIPMASK1); hitx = hitData.pos.x; hity = hitData.pos.y; hitwall = hitData.wall; if (hitwall > -1) { int theX = klabs(hitx - x); int theY = klabs(hity - y); if ((theX + theY) < nCheckDist) { nCheckDist = theX; nAngle = nScanAngle; } } nScanAngle += 256; nScanAngle &= kAngleMask; } sprite[nSprite].ang = nAngle; LionList[nLion].nAction = 6; sprite[nSprite].xvel = (Cos(sprite[nSprite].ang)) - (Cos(sprite[nSprite].ang) >> 3); sprite[nSprite].yvel = (Sin(sprite[nSprite].ang)) - (Sin(sprite[nSprite].ang) >> 3); D3PlayFX(StaticSound[kSound24], nSprite); } return; } case 6: { if (nMov & 0x30000) { LionList[nLion].nAction = 2; LionList[nLion].nFrame = 0; return; } if ((nMov & 0xC000) == 0x8000) { LionList[nLion].nAction = 7; sprite[nSprite].ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask; LionList[nLion]._g = RandomSize(4); return; } else if ((nMov & 0xC000) == 0xC000) { if ((nMov & 0x3FFF) == nTarget) { int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y); if (AngleDiff(sprite[nSprite].ang, nAng) < 64) { LionList[nLion].nAction = 3; LionList[nLion].nFrame = 0; } } else { // loc_378FA: sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1; break; } } return; } case 7: { LionList[nLion]._g--; if (LionList[nLion]._g <= 0) { LionList[nLion]._g = 0; if (nTarget > -1) { PlotCourseToSprite(nSprite, nTarget); } else { sprite[nSprite].ang = (RandomSize(9) + (sprite[nSprite].ang + 768)) & kAngleMask; } sprite[nSprite].zvel = -1000; LionList[nLion].nAction = 6; sprite[nSprite].xvel = (Cos(sprite[nSprite].ang)) - (Cos(sprite[nSprite].ang) >> 3); sprite[nSprite].yvel = (Sin(sprite[nSprite].ang)) - (Sin(sprite[nSprite].ang) >> 3); D3PlayFX(StaticSound[kSound24], nSprite); } return; } case 8: { if (bVal) { LionList[nLion].nAction = 2; LionList[nLion].nFrame = 0; sprite[nSprite].cstat |= 0x8000; } return; } case 9: { if (bVal) { LionList[nLion].nFrame = 0; LionList[nLion].nAction = 2; sprite[nSprite].cstat |= 0x101; } return; } case 10: case 11: { if (bVal) { runlist_SubRunRec(sprite[nSprite].owner); runlist_SubRunRec(MoveHook[nLion]); sprite[nSprite].cstat = 0x8000; } return; } } // loc_379AD: ? if (nAction != 1 && nTarget != -1) { if (!(sprite[nTarget].cstat & 0x101)) { LionList[nLion].nAction = 1; LionList[nLion].nFrame = 0; LionList[nLion]._g = 100; LionList[nLion].nTarget = -1; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; } } return; } } } END_PS_NS