mirror of
https://github.com/ZDoom/raze-gles.git
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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.
302 lines
8.3 KiB
C++
302 lines
8.3 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 "ra.h"
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#include "runlist.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "player.h"
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#include "move.h"
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#include "sequence.h"
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#include "ps_input.h"
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#include "gun.h"
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#include "bullet.h"
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#include <string.h>
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BEGIN_PS_NS
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/* bjd - the content of the ra.* files originally resided in gun.c I think... */
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//#define kMaxRA 8
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RA Ra[kMaxPlayers]; // one Ra for each player
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short RaCount;
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static actionSeq ActionSeq[] = {
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{2, 1}, {0, 0}, {1, 0}, {2, 0}
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};
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static SavegameHelper sgh("ra",
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SA(Ra),
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SV(RaCount),
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nullptr);
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void FreeRa(short nPlayer)
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{
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int nRun = Ra[nPlayer].field_4;
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int nSprite = Ra[nPlayer].nSprite;
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runlist_SubRunRec(nRun);
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runlist_DoSubRunRec(sprite[nSprite].owner);
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runlist_FreeRun(sprite[nSprite].lotag - 1);
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mydeletesprite(nSprite);
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}
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int BuildRa(short nPlayer)
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{
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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int nSprite = insertsprite(sprite[nPlayerSprite].sectnum, 203);
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sprite[nSprite].cstat = 0x8000;
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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].extra = -1;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nPlayer | 0x210000);
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sprite[nSprite].pal = 1;
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sprite[nSprite].xrepeat = 64;
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sprite[nSprite].yrepeat = 64;
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sprite[nSprite].x = sprite[nPlayerSprite].x;
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sprite[nSprite].y = sprite[nPlayerSprite].y;
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sprite[nSprite].z = sprite[nPlayerSprite].z;
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// GrabTimeSlot(3);
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Ra[nPlayer].nSprite = nSprite;
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Ra[nPlayer].field_4 = runlist_AddRunRec(NewRun, nPlayer | 0x210000);
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Ra[nPlayer].nTarget = -1;
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Ra[nPlayer].field_2 = 0;
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Ra[nPlayer].field_0 = 0;
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Ra[nPlayer].field_C = 0;
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Ra[nPlayer].field_E = nPlayer;
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return nPlayer | 0x210000;
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}
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void InitRa()
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{
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RaCount = 0;
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memset(Ra, 0, sizeof(RA) * kMaxPlayers);
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}
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void MoveRaToEnemy(short nPlayer)
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{
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short nTarget = Ra[nPlayer].nTarget;
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short nSprite = Ra[nPlayer].nSprite;
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short field_0 = Ra[nPlayer].field_0;
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if (nTarget != -1)
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{
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if (!(sprite[nTarget].cstat & 0x101) || sprite[nTarget].sectnum == MAXSECTORS)
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{
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Ra[nPlayer].nTarget = -1;
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if (!field_0 || field_0 == 3) {
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return;
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}
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Ra[nPlayer].field_0 = 3;
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Ra[nPlayer].field_2 = 0;
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return;
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}
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else
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{
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if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
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mychangespritesect(nSprite, sprite[nTarget].sectnum);
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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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if (field_0 == 1 || field_0 == 2)
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{
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Ra[nPlayer].field_0 = 3;
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Ra[nPlayer].field_2 = 0;
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return;
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}
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if (field_0) {
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return;
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}
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sprite[nSprite].cstat = 0x8000;
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nTarget = PlayerList[nPlayer].nSprite;
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}
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sprite[nSprite].x = sprite[nTarget].x;
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sprite[nSprite].y = sprite[nTarget].y;
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sprite[nSprite].z = sprite[nTarget].z - GetSpriteHeight(nTarget);
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if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
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mychangespritesect(nSprite, sprite[nTarget].sectnum);
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}
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}
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void FuncRa(int a, int UNUSED(nDamage), int nRun)
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{
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short nPlayer = RunData[nRun].nVal;
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short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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int var_14 = 0;
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short edx = SeqOffsets[kSeqEyeHit] + ActionSeq[Ra[nPlayer].field_0].a;
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short nSprite = Ra[nPlayer].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 Ra\n", a & 0x7F0000);
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return;
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}
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case 0x30000:
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case 0xA0000:
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return;
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case 0x20000:
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{
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Ra[nPlayer].nTarget = sPlayerInput[nPlayer].nTarget;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(edx, Ra[nPlayer].field_2);
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if (Ra[nPlayer].field_0)
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{
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seq_MoveSequence(nSprite, edx, Ra[nPlayer].field_2);
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Ra[nPlayer].field_2++;
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if (Ra[nPlayer].field_2 >= SeqSize[edx])
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{
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Ra[nPlayer].field_2 = 0;
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var_14 = 1;
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}
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}
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switch (Ra[nPlayer].field_0)
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{
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case 0:
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{
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MoveRaToEnemy(nPlayer);
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if (!Ra[nPlayer].field_C || Ra[nPlayer].nTarget <= -1)
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{
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sprite[nSprite].cstat = 0x8000;
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}
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else
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{
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sprite[nSprite].cstat &= 0x7FFF;
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Ra[nPlayer].field_0 = 1;
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Ra[nPlayer].field_2 = 0;
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}
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return;
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}
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case 1:
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{
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if (!Ra[nPlayer].field_C)
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{
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Ra[nPlayer].field_0 = 3;
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Ra[nPlayer].field_2 = 0;
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}
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else
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{
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if (var_14) {
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Ra[nPlayer].field_0 = 2;
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}
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MoveRaToEnemy(nPlayer);
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}
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return;
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}
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case 2:
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{
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MoveRaToEnemy(nPlayer);
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if (nCurrentWeapon != kWeaponRing)
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{
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Ra[nPlayer].field_0 = 3;
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Ra[nPlayer].field_2 = 0;
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}
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else
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{
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if (Ra[nPlayer].field_2 || Ra[nPlayer].nTarget <= -1)
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{
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if (!var_14) {
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return;
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}
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Ra[nPlayer].field_0 = 3;
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Ra[nPlayer].field_2 = 0;
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}
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else
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{
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if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
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{
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runlist_DamageEnemy(Ra[nPlayer].nTarget, PlayerList[Ra[nPlayer].field_E].nSprite, BulletInfo[kWeaponRing].nDamage);
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AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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SetQuake(nSprite, 100);
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}
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else
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{
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Ra[nPlayer].field_0 = 3;
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Ra[nPlayer].field_2 = 0;
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SelectNewWeapon(nPlayer);
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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 3:
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{
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if (var_14)
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{
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sprite[nSprite].cstat |= 0x8000;
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Ra[nPlayer].field_0 = 0;
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Ra[nPlayer].field_2 = 0;
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Ra[nPlayer].field_C = 0;
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}
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return;
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}
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default:
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return;
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}
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}
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case 0x90000:
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{
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short nSprite2 = a & 0xFFFF;
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seq_PlotSequence(nSprite2, edx, Ra[nPlayer].field_2, 1);
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tsprite[nSprite2].owner = -1;
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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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