raze-gles/source/exhumed/src/anubis.cpp
Christoph Oelckers 2a3f7a48c9 - implemented a proper kill counter.
Unfortunately the display is a bit limited by the available font characters.
2020-08-23 14:39:14 +02:00

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