mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
2a3f7a48c9
Unfortunately the display is a bit limited by the available font characters.
498 lines
15 KiB
C++
498 lines
15 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 "exhumed.h"
|
|
#include "aistuff.h"
|
|
#include "engine.h"
|
|
#include "sequence.h"
|
|
#include "sound.h"
|
|
#include <assert.h>
|
|
|
|
BEGIN_PS_NS
|
|
|
|
#define kMaxAnubis 80
|
|
|
|
struct Anubis
|
|
{
|
|
short nHealth;
|
|
short nFrame;
|
|
short nAction;
|
|
short nSprite;
|
|
short nTarget;
|
|
short f;
|
|
short g;
|
|
short h;
|
|
};
|
|
|
|
Anubis AnubisList[kMaxAnubis];
|
|
|
|
short AnubisCount = -1;
|
|
|
|
static actionSeq ActionSeq[] = {
|
|
{ 0, 0 },
|
|
{ 8, 0 },
|
|
{ 16, 0 },
|
|
{ 24, 0 },
|
|
{ 32, 0 },
|
|
{ -1, 0 },
|
|
{ 46, 1 },
|
|
{ 46, 1 },
|
|
{ 47, 1 },
|
|
{ 49, 1 },
|
|
{ 49, 1 },
|
|
{ 40, 1 },
|
|
{ 42, 1 },
|
|
{ 41, 1 },
|
|
{ 43, 1 },
|
|
};
|
|
|
|
short nAnubisDrum = 0;
|
|
|
|
static SavegameHelper sgh("anubis",
|
|
SA(AnubisList),
|
|
SV(AnubisCount),
|
|
SV(nAnubisDrum),
|
|
nullptr);
|
|
|
|
|
|
void InitAnubis()
|
|
{
|
|
AnubisCount = kMaxAnubis;
|
|
nAnubisDrum = 1;
|
|
}
|
|
|
|
int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
|
|
{
|
|
AnubisCount--;
|
|
short nAnubis = AnubisCount;
|
|
|
|
if (nAnubis < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (nSprite == -1)
|
|
{
|
|
nSprite = insertsprite(nSector, 101);
|
|
}
|
|
else
|
|
{
|
|
changespritestat(nSprite, 101);
|
|
|
|
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].xoffset = 0;
|
|
sprite[nSprite].shade = -12;
|
|
sprite[nSprite].yoffset = 0;
|
|
sprite[nSprite].picnum = 1;
|
|
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
|
|
sprite[nSprite].clipdist = 60;
|
|
sprite[nSprite].ang = nAngle;
|
|
sprite[nSprite].xrepeat = 40;
|
|
sprite[nSprite].yrepeat = 40;
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].zvel = 0;
|
|
sprite[nSprite].hitag = 0;
|
|
sprite[nSprite].lotag = runlist_HeadRun() + 1;
|
|
sprite[nSprite].extra = -1;
|
|
|
|
// GrabTimeSlot(3);
|
|
|
|
if (bIsDrummer)
|
|
{
|
|
AnubisList[nAnubis].nAction = nAnubisDrum + 6;
|
|
nAnubisDrum++;
|
|
|
|
if (nAnubisDrum >= 5) {
|
|
nAnubisDrum = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AnubisList[nAnubis].nAction = 0;
|
|
}
|
|
|
|
AnubisList[nAnubis].nHealth = 540;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
AnubisList[nAnubis].nSprite = nSprite;
|
|
AnubisList[nAnubis].nTarget = -1;
|
|
AnubisList[nAnubis].g = 0;
|
|
|
|
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nAnubis | 0x90000);
|
|
|
|
runlist_AddRunRec(NewRun, nAnubis | 0x90000);
|
|
nCreaturesTotal++;
|
|
|
|
return nAnubis | 0x90000;
|
|
}
|
|
|
|
void FuncAnubis(int a, int nDamage, int nRun)
|
|
{
|
|
short nAnubis = RunData[nRun].nVal;
|
|
assert(nAnubis >= 0 && nAnubis < kMaxAnubis);
|
|
|
|
short nSprite = AnubisList[nAnubis].nSprite;
|
|
short nAction = AnubisList[nAnubis].nAction;
|
|
|
|
bool bVal = false;
|
|
|
|
int nMessage = a & kMessageMask;
|
|
|
|
switch (nMessage)
|
|
{
|
|
default:
|
|
{
|
|
DebugOut("unknown msg %d for Anubis\n", nMessage);
|
|
return;
|
|
}
|
|
|
|
case 0x20000:
|
|
{
|
|
if (nAction < 11) {
|
|
Gravity(nSprite);
|
|
}
|
|
|
|
short nSeq = SeqOffsets[kSeqAnubis] + ActionSeq[nAction].a;
|
|
|
|
seq_MoveSequence(nSprite, nSeq, AnubisList[nAnubis].nFrame);
|
|
|
|
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, AnubisList[nAnubis].nFrame);
|
|
|
|
AnubisList[nAnubis].nFrame++;
|
|
if (AnubisList[nAnubis].nFrame >= SeqSize[nSeq])
|
|
{
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
bVal = true;
|
|
}
|
|
|
|
short nTarget = AnubisList[nAnubis].nTarget;
|
|
|
|
short nFrame = SeqBase[nSeq] + AnubisList[nAnubis].nFrame;
|
|
short nFlag = FrameFlag[nFrame];
|
|
|
|
int nMov = 0;
|
|
|
|
if (nAction > 0 && nAction < 11) {
|
|
nMov = MoveCreatureWithCaution(nSprite);
|
|
}
|
|
|
|
switch (nAction)
|
|
{
|
|
case 0:
|
|
{
|
|
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
|
|
{
|
|
if (nTarget < 0) {
|
|
nTarget = FindPlayer(nSprite, 100);
|
|
}
|
|
|
|
if (nTarget >= 0)
|
|
{
|
|
D3PlayFX(StaticSound[kSound8], nSprite);
|
|
AnubisList[nAnubis].nAction = 1;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
AnubisList[nAnubis].nTarget = nTarget;
|
|
|
|
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
|
|
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
case 1:
|
|
{
|
|
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
|
|
{
|
|
PlotCourseToSprite(nSprite, nTarget);
|
|
|
|
int nAngle = sprite[nSprite].ang & 0xFFF8;
|
|
sprite[nSprite].xvel = Cos(nAngle) >> 2;
|
|
sprite[nSprite].yvel = Sin(nAngle) >> 2;
|
|
}
|
|
|
|
switch (nMov & 0xC000)
|
|
{
|
|
case 0xC000:
|
|
{
|
|
if ((nMov & 0x3FFF) == nTarget)
|
|
{
|
|
int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
|
|
int nAngDiff = AngleDiff(sprite[nSprite].ang, nAng);
|
|
|
|
if (nAngDiff < 64)
|
|
{
|
|
AnubisList[nAnubis].nAction = 2;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
}
|
|
break;
|
|
}
|
|
// else we fall through to 0x8000
|
|
fallthrough__;
|
|
}
|
|
case 0x8000:
|
|
{
|
|
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
|
|
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
|
|
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
if (AnubisList[nAnubis].g)
|
|
{
|
|
AnubisList[nAnubis].g--;
|
|
}
|
|
else
|
|
{
|
|
AnubisList[nAnubis].g = 60;
|
|
|
|
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
|
|
{
|
|
if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum,
|
|
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
|
|
{
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
|
|
|
|
AnubisList[nAnubis].nAction = 3;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
if (nTarget == -1)
|
|
{
|
|
AnubisList[nAnubis].nAction = 0;
|
|
AnubisList[nAnubis].g = 50;
|
|
}
|
|
else
|
|
{
|
|
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
|
|
{
|
|
AnubisList[nAnubis].nAction = 1;
|
|
}
|
|
else
|
|
{
|
|
if (nFlag & 0x80)
|
|
{
|
|
runlist_DamageEnemy(nTarget, nSprite, 7);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
if (bVal)
|
|
{
|
|
AnubisList[nAnubis].nAction = 1;
|
|
|
|
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
|
|
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
}
|
|
else
|
|
{
|
|
// loc_25718:
|
|
if (nFlag & 0x80)
|
|
{
|
|
BuildBullet(nSprite, 8, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
case 4:
|
|
case 5:
|
|
{
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
|
|
if (bVal)
|
|
{
|
|
AnubisList[nAnubis].nAction = 1;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
}
|
|
return;
|
|
}
|
|
case 6:
|
|
case 7:
|
|
case 8:
|
|
case 9:
|
|
case 10:
|
|
{
|
|
if (bVal)
|
|
{
|
|
AnubisList[nAnubis].nAction = (RandomSize(3) % 5) + 6;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
}
|
|
return;
|
|
}
|
|
case 11:
|
|
case 12:
|
|
{
|
|
if (bVal)
|
|
{
|
|
AnubisList[nAnubis].nAction = nAction + 2;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
}
|
|
return;
|
|
}
|
|
case 13:
|
|
case 14:
|
|
{
|
|
sprite[nSprite].cstat &= 0xFEFE;
|
|
return;
|
|
}
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
// loc_2564C:
|
|
if (nAction && nTarget != -1)
|
|
{
|
|
if (!(sprite[nTarget].cstat & 0x101))
|
|
{
|
|
AnubisList[nAnubis].nAction = 0;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
AnubisList[nAnubis].g = 100;
|
|
AnubisList[nAnubis].nTarget = -1;
|
|
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 0x90000:
|
|
{
|
|
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqAnubis] + ActionSeq[nAction].a, AnubisList[nAnubis].nFrame, ActionSeq[nAction].b);
|
|
break;
|
|
}
|
|
|
|
case 0xA0000: // fall through to next case
|
|
{
|
|
if (nAction >= 11) {
|
|
return;
|
|
}
|
|
|
|
nDamage = runlist_CheckRadialDamage(nSprite);
|
|
fallthrough__;
|
|
}
|
|
case 0x80000:
|
|
{
|
|
if (nDamage)
|
|
{
|
|
if (AnubisList[nAnubis].nHealth <= 0)
|
|
return;
|
|
|
|
AnubisList[nAnubis].nHealth -= nDamage;
|
|
|
|
if (AnubisList[nAnubis].nHealth > 0)
|
|
{
|
|
short nTarget = a & 0xFFFF;
|
|
|
|
// loc_258D6:
|
|
if (nTarget < 0) {
|
|
return;
|
|
}
|
|
|
|
if (sprite[nTarget].statnum == 100 || sprite[nTarget].statnum < 199)
|
|
{
|
|
if (!RandomSize(5)) {
|
|
AnubisList[nAnubis].nTarget = nTarget;
|
|
}
|
|
}
|
|
|
|
if (RandomSize(1))
|
|
{
|
|
if (nAction >= 6 && nAction <= 10)
|
|
{
|
|
int nDrumSprite = insertsprite(sprite[nSprite].sectnum, kStatAnubisDrum);
|
|
|
|
sprite[nDrumSprite].x = sprite[nSprite].x;
|
|
sprite[nDrumSprite].y = sprite[nSprite].y;
|
|
sprite[nDrumSprite].z = sector[sprite[nDrumSprite].sectnum].floorz;
|
|
sprite[nDrumSprite].xrepeat = 40;
|
|
sprite[nDrumSprite].yrepeat = 40;
|
|
sprite[nDrumSprite].shade = -64;
|
|
|
|
BuildObject(nDrumSprite, 2, 0);
|
|
}
|
|
|
|
AnubisList[nAnubis].nAction = 4;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
}
|
|
else
|
|
{
|
|
// loc_259B5:
|
|
D3PlayFX(StaticSound[kSound39], nSprite);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// he ded.
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].zvel = 0;
|
|
sprite[nSprite].z = sector[sprite[nSprite].sectnum].floorz;
|
|
sprite[nSprite].cstat &= 0xFEFE;
|
|
|
|
AnubisList[nAnubis].nHealth = 0;
|
|
|
|
nCreaturesKilled++;
|
|
|
|
if (nAction < 11)
|
|
{
|
|
DropMagic(nSprite);
|
|
AnubisList[nAnubis].nAction = (nMessage == 0xA0000) + 11;
|
|
AnubisList[nAnubis].nFrame = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
END_PS_NS
|