//------------------------------------------------------------------------- /* 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 "engine.h" #include "exhumed.h" #include "aistuff.h" #include "status.h" #include "player.h" #include "sequence.h" #include "ps_input.h" #include "sound.h" #include #include BEGIN_PS_NS FreeListArray SnakeList; short nPlayerSnake[kMaxPlayers]; FSerializer& Serialize(FSerializer& arc, const char* keyname, Snake& w, Snake* def) { if (arc.BeginObject(keyname)) { arc("enemy", w.nEnemy) .Array("sprites", w.nSprites, kSnakeSprites) ("sc", w.sC) ("run", w.nRun) .Array("c", w.c, countof(w.c)) ("se", w.sE) ("player", w.nSnakePlayer) .EndObject(); } return arc; } void SerializeSnake(FSerializer& arc) { arc("snake", SnakeList); arc.Array("playersnake", nPlayerSnake, PlayerCount); } void InitSnakes() { SnakeList.Clear(); memset(nPlayerSnake, 0, sizeof(nPlayerSnake)); } short GrabSnake() { return SnakeList.Get(); } void DestroySnake(int nSnake) { short nRun = SnakeList[nSnake].nRun; runlist_SubRunRec(nRun); for (int i = 0; i < kSnakeSprites; i++) { short nSprite = SnakeList[nSnake].nSprites[i]; runlist_DoSubRunRec(sprite[nSprite].lotag - 1); runlist_DoSubRunRec(sprite[nSprite].owner); mydeletesprite(nSprite); } SnakeList.Release(nSnake); if (nSnake == nSnakeCam) { nSnakeCam = -1; } } void ExplodeSnakeSprite(int nSprite, short nPlayer) { short nDamage = BulletInfo[kWeaponStaff].nDamage; if (nPlayerDouble[nPlayer] > 0) { nDamage *= 2; } // take a copy of this, to revert after call to runlist_RadialDamageEnemy() short nOwner = sprite[nSprite].owner; sprite[nSprite].owner = PlayerList[nPlayer].nSprite; runlist_RadialDamageEnemy(nSprite, nDamage, BulletInfo[kWeaponStaff].nRadius); sprite[nSprite].owner = nOwner; BuildAnim(-1, 23, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 40, 4); AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, 128); StopSpriteSound(nSprite); } int BuildSnake(short nPlayer, short zVal) { zVal -= 1280; short nPlayerSprite = PlayerList[nPlayer].nSprite; short nViewSect = nPlayerViewSect[nPlayer]; short nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0); int x = sprite[nPlayerSprite].x; int y = sprite[nPlayerSprite].y; int z = (sprite[nPlayerSprite].z + zVal) - 2560; short nAngle = sprite[nPlayerSprite].ang; short hitsect, hitsprite; int hitx, hity, hitz; short nSprite; vec3_t pos = { x, y, z }; hitdata_t hitData; hitscan(&pos, sprite[nPlayerSprite].sectnum, bcos(nAngle), bsin(nAngle), 0, &hitData, CLIPMASK1); hitx = hitData.pos.x; hity = hitData.pos.y; hitz = hitData.pos.z; hitsect = hitData.sect; hitsprite = hitData.sprite; uint32_t xDiff = klabs(hitx - x); uint32_t yDiff = klabs(hity - y); uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff; if (sqrtNum > INT_MAX) { DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__); sqrtNum = INT_MAX; } int nSqrt = ksqrt(sqrtNum); if (nSqrt < bsin(512, -4)) { BackUpBullet(&hitx, &hity, nAngle); nSprite = insertsprite(hitsect, 202); sprite[nSprite].x = hitx; sprite[nSprite].y = hity; sprite[nSprite].z = hitz; ExplodeSnakeSprite(nSprite, nPlayer); mydeletesprite(nSprite); return -1; } else { short nTarget; if (hitsprite >= 0 && sprite[hitsprite].statnum >= 90 && sprite[hitsprite].statnum <= 199) { nTarget = hitsprite; } else { nTarget = sPlayerInput[nPlayer].nTarget; } short nSnake = GrabSnake(); if (nSnake == -1) return -1; // GrabTimeSlot(3); short var_24; for (int i = 0; i < kSnakeSprites; i++) { nSprite = insertsprite(nViewSect, 202); assert(nSprite >= 0 && nSprite < kMaxSprites); sprite[nSprite].owner = nPlayerSprite; sprite[nSprite].picnum = nPic; if (i == 0) { sprite[nSprite].x = sprite[nPlayerSprite].x; sprite[nSprite].y = sprite[nPlayerSprite].y; sprite[nSprite].z = sprite[nPlayerSprite].z + zVal; sprite[nSprite].xrepeat = 32; sprite[nSprite].yrepeat = 32; nViewSect = sprite[nSprite].sectnum; var_24 = nSprite; } else { sprite[nSprite].x = sprite[var_24].x; sprite[nSprite].y = sprite[var_24].y; sprite[nSprite].z = sprite[var_24].z; sprite[nSprite].xrepeat = 40 - 3*i; sprite[nSprite].yrepeat = 40 - 3*i; } sprite[nSprite].clipdist = 10; sprite[nSprite].cstat = 0; sprite[nSprite].shade = -64; sprite[nSprite].pal = 0; sprite[nSprite].xoffset = 0; sprite[nSprite].yoffset = 0; sprite[nSprite].ang = sprite[nPlayerSprite].ang; sprite[nSprite].xvel = 0; sprite[nSprite].yvel = 0; sprite[nSprite].zvel = 0; sprite[nSprite].hitag = 0; sprite[nSprite].extra = -1; sprite[nSprite].lotag = runlist_HeadRun() + 1; SnakeList[nSnake].nSprites[i] = nSprite; sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, ((nSnake << 8) | i) | 0x110000); } SnakeList[nSnake].nRun = runlist_AddRunRec(NewRun, nSnake | 0x110000); SnakeList[nSnake].c[1] = 2; SnakeList[nSnake].c[5] = 5; SnakeList[nSnake].c[2] = 4; SnakeList[nSnake].c[3] = 6; SnakeList[nSnake].c[4] = 7; SnakeList[nSnake].c[6] = 6; SnakeList[nSnake].c[7] = 7; SnakeList[nSnake].nEnemy = nTarget; SnakeList[nSnake].sC = 1200; SnakeList[nSnake].sE = 0; SnakeList[nSnake].nSnakePlayer = nPlayer; nPlayerSnake[nPlayer] = nSnake; if (bSnakeCam) { if (nSnakeCam < 0) { nSnakeCam = nSnake; } } D3PlayFX(StaticSound[kSound6], var_24); } return nSprite; } int FindSnakeEnemy(short nSnake) { short nPlayer = SnakeList[nSnake].nSnakePlayer; short nPlayerSprite = PlayerList[nPlayer].nSprite; short nSprite = SnakeList[nSnake].nSprites[0]; // CHECKME short nAngle = sprite[nSprite].ang; short nSector = sprite[nSprite].sectnum; int esi = 2048; int nEnemy = -1; int i; SectIterator it(nSector); while ((i = it.NextIndex()) >= 0) { if (sprite[i].statnum >= 90 && sprite[i].statnum < 150 && (sprite[i].cstat & 0x101)) { if (i != nPlayerSprite && !(sprite[i].cstat & 0x8000)) { int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask; if (nAngle2 < esi) { nEnemy = i; esi = nAngle2; } } } } if (nEnemy != -1) { SnakeList[nSnake].nEnemy = nEnemy; } else { SnakeList[nSnake].nEnemy--; if (SnakeList[nSnake].nEnemy < -25) { nEnemy = nPlayerSprite; SnakeList[nSnake].nEnemy = nPlayerSprite; } } return nEnemy; } void FuncSnake(int a, int, int nRun) { int nMessage = a & kMessageMask; switch (nMessage) { case 0x20000: { short nSnake = RunData[nRun].nVal; assert(nSnake >= 0 && nSnake < kMaxSnakes); short nSprite = SnakeList[nSnake].nSprites[0]; seq_MoveSequence(nSprite, SeqOffsets[kSeqSnakehed], 0); short nEnemySprite = SnakeList[nSnake].nEnemy; int nMov; int zVal; if (nEnemySprite < 0) { SEARCH_ENEMY: nMov = movesprite(nSprite, 600 * bcos(sprite[nSprite].ang), 600 * bsin(sprite[nSprite].ang), bsin(SnakeList[nSnake].sE, -5), 0, 0, CLIPMASK1); FindSnakeEnemy(nSnake); zVal = 0; } else { if (!(sprite[nEnemySprite].cstat&0x101)) { SnakeList[nSnake].nEnemy = -1; goto SEARCH_ENEMY; } zVal = sprite[nSprite].z; nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32); zVal = sprite[nSprite].z - zVal; } if (nMov) { short nPlayer = SnakeList[nSnake].nSnakePlayer; ExplodeSnakeSprite(SnakeList[nSnake].nSprites[0], nPlayer); nPlayerSnake[nPlayer] = -1; SnakeList[nSnake].nSnakePlayer = -1; DestroySnake(nSnake); } else { short nAngle = sprite[nSprite].ang; int var_30 = -bcos(nAngle, 6); int var_34 = -bsin(nAngle, 6); int var_20 = SnakeList[nSnake].sE; SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF; int var_28 = (nAngle + 512) & kAngleMask; short nSector = sprite[nSprite].sectnum; int x = sprite[nSprite].x; int y = sprite[nSprite].y; int z = sprite[nSprite].z; for (int i = 7; i > 0; i--) { int nSprite2 = SnakeList[nSnake].nSprites[i]; sprite[nSprite2].ang = nAngle; sprite[nSprite2].x = x; sprite[nSprite2].y = y; sprite[nSprite2].z = z; mychangespritesect(nSprite2, nSector); int eax = (bsin(var_20) * SnakeList[nSnake].c[i]) >> 9; movesprite(nSprite2, var_30 + var_30 * i + eax * bcos(var_28), var_30 + var_34 * i + eax * bsin(var_28), -zVal*(i-1), 0, 0, CLIPMASK1); var_20 = (var_20 + 128) & kAngleMask; } } break; } case 0x90000: { short nSnake = RunData[nRun].nVal; short nSprite = a & 0xFFFF; if ((nSnake & 0xFF) == 0) { seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0); } else { seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0); } tsprite[nSprite].owner = -1; break; } case 0xA0000: { break; } default: { Printf("unknown msg %x for bullet\n", nMessage); break; } } } END_PS_NS