mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
79d0818201
The data organization here is a mess, no wonder that this game could only save at the beginning of a level. Fortunately it's all static so no allocations and pointers to track.
491 lines
15 KiB
C++
491 lines
15 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "rex.h"
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#include "exhumed.h"
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#include "engine.h"
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#include "runlist.h"
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#include "move.h"
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#include "sequence.h"
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#include "sound.h"
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#include "random.h"
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#include "trigdat.h"
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#include "player.h"
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#include "aistuff.h"
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#include <assert.h>
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BEGIN_PS_NS
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#define kMaxRex 50
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short RexCount = 0;
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short RexChan[kMaxRex];
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struct Rex
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{
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short nHealth;
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short field_2;
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short nAction;
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short nSprite;
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short nTarget;
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short field_A;
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};
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Rex RexList[kMaxRex];
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static actionSeq ActionSeq[] = {
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{29, 0},
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{0, 0},
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{0, 0},
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{37, 0},
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{9, 0},
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{18, 0},
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{27, 1},
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{28, 1}
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};
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static SavegameHelper sgh("rex",
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SV(RexCount),
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SA(RexChan),
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SA(RexList),
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nullptr);
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void InitRexs()
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{
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RexCount = kMaxRex;
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}
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int BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, int nVal)
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{
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RexCount--;
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int nRex = RexCount;
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if (nRex < 0) {
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return -1;
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}
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if (nSprite == -1)
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{
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nSprite = insertsprite(nSector, 119);
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}
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else
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{
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changespritestat(nSprite, 119);
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x = sprite[nSprite].x;
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y = sprite[nSprite].y;
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z = sector[sprite[nSprite].sectnum].floorz;
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nAngle = sprite[nSprite].ang;
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}
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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sprite[nSprite].z = z;
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sprite[nSprite].cstat = 0x101;
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sprite[nSprite].clipdist = 80;
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sprite[nSprite].shade = -12;
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sprite[nSprite].xrepeat = 64;
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sprite[nSprite].yrepeat = 64;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].ang = nAngle;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = -1;
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sprite[nSprite].hitag = 0;
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GrabTimeSlot(3);
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RexList[nRex].nAction = 0;
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RexList[nRex].nHealth = 4000;
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RexList[nRex].field_2 = 0;
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RexList[nRex].nSprite = nSprite;
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RexList[nRex].nTarget = -1;
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RexList[nRex].field_A = 0;
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RexChan[nRex] = nVal;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nRex | 0x180000);
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// this isn't stored anywhere...
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runlist_AddRunRec(NewRun, nRex | 0x180000);
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nCreaturesLeft++;
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return nRex | 0x180000;
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}
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void FuncRex(int a, int nDamage, int nRun)
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{
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short nRex = RunData[nRun].nVal;
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assert(nRex >= 0 && nRex < kMaxRex);
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int var_1C = 0;
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short nAction = RexList[nRex].nAction;
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short nSprite = RexList[nRex].nSprite;
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int nMessage = a & 0x7F0000;
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switch (nMessage)
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{
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default:
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{
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Printf("unknown msg %d for Rex\n", a & 0x7F0000);
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return;
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}
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case 0xA0000:
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{
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if (nAction == 5)
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{
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nDamage = runlist_CheckRadialDamage(nSprite);
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}
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// fall through to case 0x80000
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fallthrough__;
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}
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case 0x80000:
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{
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if (nDamage)
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{
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short nTarget = a & 0xFFFF;
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if (nTarget >= 0 && sprite[nTarget].statnum == 100)
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{
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RexList[nRex].nTarget = nTarget;
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}
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if (RexList[nRex].nAction == 5 && RexList[nRex].nHealth > 0)
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{
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RexList[nRex].nHealth -= nDamage;
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if (RexList[nRex].nHealth <= 0)
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{
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sprite[nSprite].zvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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RexList[nRex].nHealth = 0;
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sprite[nSprite].cstat &= 0xFEFE;
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nCreaturesLeft--;
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if (nAction < 6)
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{
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RexList[nRex].nAction = 6;
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RexList[nRex].field_2 = 0;
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}
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}
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}
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}
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return;
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}
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRex] + ActionSeq[nAction].a, RexList[nRex].field_2, ActionSeq[nAction].b);
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return;
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}
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case 0x20000:
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{
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Gravity(nSprite);
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int nSeq = SeqOffsets[kSeqRex] + ActionSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, RexList[nRex].field_2);
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int ecx;
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if (nAction != 2) {
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ecx = 1;
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}
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else {
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ecx = 2;
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}
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// moves the mouth open and closed as it's idle?
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while (--ecx != -1)
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{
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seq_MoveSequence(nSprite, nSeq, RexList[nRex].field_2);
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RexList[nRex].field_2++;
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if (RexList[nRex].field_2 >= SeqSize[nSeq])
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{
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RexList[nRex].field_2 = 0;
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var_1C = 1;
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}
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}
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int nFlag = FrameFlag[SeqBase[nSeq] + RexList[nRex].field_2];
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short nTarget = RexList[nRex].nTarget;
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switch (nAction)
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{
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default:
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return;
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// OK
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case 0:
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{
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if (!RexList[nRex].field_A)
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{
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if ((nRex & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0)
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{
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short nAngle = sprite[nSprite].ang; // make backup of this variable
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RexList[nRex].nTarget = FindPlayer(nSprite, 60);
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sprite[nSprite].ang = nAngle;
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}
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else
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{
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RexList[nRex].field_A = 60;
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}
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}
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}
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else
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{
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RexList[nRex].field_A--;
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if (RexList[nRex].field_A <= 0)
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{
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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D3PlayFX(StaticSound[kSound48], nSprite);
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RexList[nRex].field_A = 30;
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}
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}
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return;
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}
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// OK
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case 1:
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{
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if (RexList[nRex].field_A > 0)
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{
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RexList[nRex].field_A--;
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}
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if ((nRex & 0x0F) == (totalmoves & 0x0F))
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{
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if (!RandomSize(1))
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{
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RexList[nRex].nAction = 5;
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RexList[nRex].field_2 = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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return;
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}
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else
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{
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if (((PlotCourseToSprite(nSprite, nTarget) >> 8) >= 60) || RexList[nRex].field_A > 0)
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{
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sprite[nSprite].xvel = Sin((sprite[nSprite].ang & 0xFFF8) + 512) >> 2;
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sprite[nSprite].yvel = Sin((sprite[nSprite].ang & 0xFFF8)) >> 2;
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}
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else
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{
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RexList[nRex].nAction = 2;
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RexList[nRex].field_A = 240;
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D3PlayFX(StaticSound[kSound48], nSprite);
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RexList[nRex].field_2 = 0;
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return;
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}
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}
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}
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int nVal = MoveCreatureWithCaution(nSprite);
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switch ((nVal & 0xC000))
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{
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case 0xc000:
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if ((nVal & 0x3FFF) == nTarget)
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{
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PlotCourseToSprite(nSprite, nTarget);
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RexList[nRex].nAction = 4;
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RexList[nRex].field_2 = 0;
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break;
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}
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fallthrough__;
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case 0x8000:
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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nAction = 1;
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break;
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}
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break;
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}
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case 2:
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{
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RexList[nRex].field_A--;
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if (RexList[nRex].field_A > 0)
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{
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PlotCourseToSprite(nSprite, nTarget);
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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int nVal = MoveCreatureWithCaution(nSprite);
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switch(nVal & 0x0C000)
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{
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case 0x8000:
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SetQuake(nSprite, 25);
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RexList[nRex].field_A = 60;
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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nAction = 1;
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break;
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case 0xc000:
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RexList[nRex].nAction = 3;
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RexList[nRex].field_2 = 0;
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short nSprite2 = nVal & 0x3FFF;
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if (sprite[nSprite2].statnum && sprite[nSprite2].statnum < 107)
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{
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short nAngle = sprite[nSprite].ang;
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runlist_DamageEnemy(nSprite2, nSprite, 15);
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int ebx = Cos(nAngle) * 15;
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int edx = Sin(nAngle) * 15;
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if (sprite[nSprite2].statnum == 100)
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{
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short nPlayer = GetPlayerFromSprite(nSprite2);
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nXDamage[nPlayer] += (ebx << 4);
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nYDamage[nPlayer] += (edx << 4);
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sprite[nSprite2].zvel = -3584;
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}
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else
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{
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sprite[nSprite2].xvel += (ebx >> 3);
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sprite[nSprite2].yvel += (edx >> 3);
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sprite[nSprite2].zvel = -2880;
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}
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}
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RexList[nRex].field_A >>= 2;
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return;
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}
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}
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else
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{
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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RexList[nRex].field_A = 90;
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}
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return;
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}
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case 3:
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{
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if (var_1C)
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{
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RexList[nRex].nAction = 2;
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}
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return;
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}
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case 4:
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{
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if (nTarget != -1)
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{
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if (PlotCourseToSprite(nSprite, nTarget) < 768)
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{
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if (nFlag & 0x80)
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{
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runlist_DamageEnemy(nTarget, nSprite, 15);
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}
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break;
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}
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}
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RexList[nRex].nAction = 1;
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break;
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}
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case 5:
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{
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if (var_1C)
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{
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RexList[nRex].nAction = 1;
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RexList[nRex].field_A = 15;
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}
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return;
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}
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case 6:
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{
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if (var_1C)
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{
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RexList[nRex].nAction = 7;
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RexList[nRex].field_2 = 0;
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runlist_ChangeChannel(RexChan[nRex], 1);
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}
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return;
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}
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case 7:
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{
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sprite[nSprite].cstat &= 0xFEFE;
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return;
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}
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}
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// break-ed
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if (nAction > 0)
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{
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if ((nTarget != -1) && (!(sprite[nTarget].cstat & 0x101)))
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{
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RexList[nRex].nAction = 0;
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RexList[nRex].field_2 = 0;
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RexList[nRex].field_A = 0;
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RexList[nRex].nTarget = -1;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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}
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}
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return;
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}
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}
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}
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END_PS_NS
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