raze-gles/source/exhumed/src/rex.cpp
Christoph Oelckers 79d0818201 - added savegame records for all global data that looks to be game relevant.
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.
2019-12-26 22:00:04 +01:00

491 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 "rex.h"
#include "exhumed.h"
#include "engine.h"
#include "runlist.h"
#include "move.h"
#include "sequence.h"
#include "sound.h"
#include "random.h"
#include "trigdat.h"
#include "player.h"
#include "aistuff.h"
#include <assert.h>
BEGIN_PS_NS
#define kMaxRex 50
short RexCount = 0;
short RexChan[kMaxRex];
struct Rex
{
short nHealth;
short field_2;
short nAction;
short nSprite;
short nTarget;
short field_A;
};
Rex RexList[kMaxRex];
static actionSeq ActionSeq[] = {
{29, 0},
{0, 0},
{0, 0},
{37, 0},
{9, 0},
{18, 0},
{27, 1},
{28, 1}
};
static SavegameHelper sgh("rex",
SV(RexCount),
SA(RexChan),
SA(RexList),
nullptr);
void InitRexs()
{
RexCount = kMaxRex;
}
int BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, int nVal)
{
RexCount--;
int nRex = RexCount;
if (nRex < 0) {
return -1;
}
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 119);
}
else
{
changespritestat(nSprite, 119);
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 = 80;
sprite[nSprite].shade = -12;
sprite[nSprite].xrepeat = 64;
sprite[nSprite].yrepeat = 64;
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].extra = -1;
sprite[nSprite].hitag = 0;
GrabTimeSlot(3);
RexList[nRex].nAction = 0;
RexList[nRex].nHealth = 4000;
RexList[nRex].field_2 = 0;
RexList[nRex].nSprite = nSprite;
RexList[nRex].nTarget = -1;
RexList[nRex].field_A = 0;
RexChan[nRex] = nVal;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nRex | 0x180000);
// this isn't stored anywhere...
runlist_AddRunRec(NewRun, nRex | 0x180000);
nCreaturesLeft++;
return nRex | 0x180000;
}
void FuncRex(int a, int nDamage, int nRun)
{
short nRex = RunData[nRun].nVal;
assert(nRex >= 0 && nRex < kMaxRex);
int var_1C = 0;
short nAction = RexList[nRex].nAction;
short nSprite = RexList[nRex].nSprite;
int nMessage = a & 0x7F0000;
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Rex\n", a & 0x7F0000);
return;
}
case 0xA0000:
{
if (nAction == 5)
{
nDamage = runlist_CheckRadialDamage(nSprite);
}
// fall through to case 0x80000
fallthrough__;
}
case 0x80000:
{
if (nDamage)
{
short nTarget = a & 0xFFFF;
if (nTarget >= 0 && sprite[nTarget].statnum == 100)
{
RexList[nRex].nTarget = nTarget;
}
if (RexList[nRex].nAction == 5 && RexList[nRex].nHealth > 0)
{
RexList[nRex].nHealth -= nDamage;
if (RexList[nRex].nHealth <= 0)
{
sprite[nSprite].zvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
RexList[nRex].nHealth = 0;
sprite[nSprite].cstat &= 0xFEFE;
nCreaturesLeft--;
if (nAction < 6)
{
RexList[nRex].nAction = 6;
RexList[nRex].field_2 = 0;
}
}
}
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRex] + ActionSeq[nAction].a, RexList[nRex].field_2, ActionSeq[nAction].b);
return;
}
case 0x20000:
{
Gravity(nSprite);
int nSeq = SeqOffsets[kSeqRex] + ActionSeq[nAction].a;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, RexList[nRex].field_2);
int ecx;
if (nAction != 2) {
ecx = 1;
}
else {
ecx = 2;
}
// moves the mouth open and closed as it's idle?
while (--ecx != -1)
{
seq_MoveSequence(nSprite, nSeq, RexList[nRex].field_2);
RexList[nRex].field_2++;
if (RexList[nRex].field_2 >= SeqSize[nSeq])
{
RexList[nRex].field_2 = 0;
var_1C = 1;
}
}
int nFlag = FrameFlag[SeqBase[nSeq] + RexList[nRex].field_2];
short nTarget = RexList[nRex].nTarget;
switch (nAction)
{
default:
return;
// OK
case 0:
{
if (!RexList[nRex].field_A)
{
if ((nRex & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
{
short nAngle = sprite[nSprite].ang; // make backup of this variable
RexList[nRex].nTarget = FindPlayer(nSprite, 60);
sprite[nSprite].ang = nAngle;
}
else
{
RexList[nRex].field_A = 60;
}
}
}
else
{
RexList[nRex].field_A--;
if (RexList[nRex].field_A <= 0)
{
RexList[nRex].nAction = 1;
RexList[nRex].field_2 = 0;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
D3PlayFX(StaticSound[kSound48], nSprite);
RexList[nRex].field_A = 30;
}
}
return;
}
// OK
case 1:
{
if (RexList[nRex].field_A > 0)
{
RexList[nRex].field_A--;
}
if ((nRex & 0x0F) == (totalmoves & 0x0F))
{
if (!RandomSize(1))
{
RexList[nRex].nAction = 5;
RexList[nRex].field_2 = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
return;
}
else
{
if (((PlotCourseToSprite(nSprite, nTarget) >> 8) >= 60) || RexList[nRex].field_A > 0)
{
sprite[nSprite].xvel = Sin((sprite[nSprite].ang & 0xFFF8) + 512) >> 2;
sprite[nSprite].yvel = Sin((sprite[nSprite].ang & 0xFFF8)) >> 2;
}
else
{
RexList[nRex].nAction = 2;
RexList[nRex].field_A = 240;
D3PlayFX(StaticSound[kSound48], nSprite);
RexList[nRex].field_2 = 0;
return;
}
}
}
int nVal = MoveCreatureWithCaution(nSprite);
switch ((nVal & 0xC000))
{
case 0xc000:
if ((nVal & 0x3FFF) == nTarget)
{
PlotCourseToSprite(nSprite, nTarget);
RexList[nRex].nAction = 4;
RexList[nRex].field_2 = 0;
break;
}
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;
RexList[nRex].nAction = 1;
RexList[nRex].field_2 = 0;
nAction = 1;
break;
}
break;
}
case 2:
{
RexList[nRex].field_A--;
if (RexList[nRex].field_A > 0)
{
PlotCourseToSprite(nSprite, nTarget);
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
int nVal = MoveCreatureWithCaution(nSprite);
switch(nVal & 0x0C000)
{
case 0x8000:
SetQuake(nSprite, 25);
RexList[nRex].field_A = 60;
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
RexList[nRex].nAction = 1;
RexList[nRex].field_2 = 0;
nAction = 1;
break;
case 0xc000:
RexList[nRex].nAction = 3;
RexList[nRex].field_2 = 0;
short nSprite2 = nVal & 0x3FFF;
if (sprite[nSprite2].statnum && sprite[nSprite2].statnum < 107)
{
short nAngle = sprite[nSprite].ang;
runlist_DamageEnemy(nSprite2, nSprite, 15);
int ebx = Cos(nAngle) * 15;
int edx = Sin(nAngle) * 15;
if (sprite[nSprite2].statnum == 100)
{
short nPlayer = GetPlayerFromSprite(nSprite2);
nXDamage[nPlayer] += (ebx << 4);
nYDamage[nPlayer] += (edx << 4);
sprite[nSprite2].zvel = -3584;
}
else
{
sprite[nSprite2].xvel += (ebx >> 3);
sprite[nSprite2].yvel += (edx >> 3);
sprite[nSprite2].zvel = -2880;
}
}
RexList[nRex].field_A >>= 2;
return;
}
}
else
{
RexList[nRex].nAction = 1;
RexList[nRex].field_2 = 0;
RexList[nRex].field_A = 90;
}
return;
}
case 3:
{
if (var_1C)
{
RexList[nRex].nAction = 2;
}
return;
}
case 4:
{
if (nTarget != -1)
{
if (PlotCourseToSprite(nSprite, nTarget) < 768)
{
if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 15);
}
break;
}
}
RexList[nRex].nAction = 1;
break;
}
case 5:
{
if (var_1C)
{
RexList[nRex].nAction = 1;
RexList[nRex].field_A = 15;
}
return;
}
case 6:
{
if (var_1C)
{
RexList[nRex].nAction = 7;
RexList[nRex].field_2 = 0;
runlist_ChangeChannel(RexChan[nRex], 1);
}
return;
}
case 7:
{
sprite[nSprite].cstat &= 0xFEFE;
return;
}
}
// break-ed
if (nAction > 0)
{
if ((nTarget != -1) && (!(sprite[nTarget].cstat & 0x101)))
{
RexList[nRex].nAction = 0;
RexList[nRex].field_2 = 0;
RexList[nRex].field_A = 0;
RexList[nRex].nTarget = -1;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
}
}
return;
}
}
}
END_PS_NS