raze-gles/source/exhumed/src/lion.cpp
sirlemonhead df34d8ca85 PCExhumed: Big bunch of AI tidying, code consistency changes and misc fixes. Aiming to get compatibility with new demos from DOS exe.
# Conflicts:
#	source/exhumed/src/anubis.cpp
#	source/exhumed/src/bubbles.cpp
#	source/exhumed/src/bubbles.h
#	source/exhumed/src/bullet.cpp
#	source/exhumed/src/bullet.h
#	source/exhumed/src/fish.cpp
#	source/exhumed/src/fish.h
#	source/exhumed/src/grenade.cpp
#	source/exhumed/src/grenade.h
#	source/exhumed/src/lavadude.cpp
#	source/exhumed/src/lavadude.h
#	source/exhumed/src/lion.cpp
#	source/exhumed/src/lion.h
#	source/exhumed/src/mummy.cpp
#	source/exhumed/src/mummy.h
#	source/exhumed/src/queen.cpp
#	source/exhumed/src/queen.h
#	source/exhumed/src/ra.cpp
#	source/exhumed/src/ra.h
#	source/exhumed/src/rat.cpp
#	source/exhumed/src/rat.h
#	source/exhumed/src/rex.cpp
#	source/exhumed/src/roach.cpp
#	source/exhumed/src/roach.h
#	source/exhumed/src/runlist.cpp
#	source/exhumed/src/scorp.cpp
#	source/exhumed/src/set.cpp
#	source/exhumed/src/set.h
#	source/exhumed/src/snake.cpp
#	source/exhumed/src/snake.h
#	source/exhumed/src/spider.cpp
#	source/exhumed/src/spider.h
#	source/exhumed/src/wasp.cpp
#	source/exhumed/src/wasp.h
2020-03-02 23:01:55 +01:00

607 lines
20 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 "lion.h"
#include "engine.h"
#include "runlist.h"
#include "exhumed.h"
#include "sequence.h"
#include "move.h"
#include "sound.h"
#include "random.h"
#include "trigdat.h"
#include "items.h"
#include <assert.h>
BEGIN_PS_NS
#define kMaxLions 40
short LionCount = -1;
short MoveHook[kMaxLions];
static actionSeq ActionSeq[] = {
{54, 1},
{18, 0},
{0, 0},
{10, 0},
{44, 0},
{18, 0},
{26, 0},
{34, 0},
{8, 1},
{9, 1},
{52, 1},
{53, 1}
};
struct Lion
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short _f;
short _g;
};
Lion LionList[kMaxLions];
static SavegameHelper sgh("lion",
SV(LionCount),
SA(MoveHook),
SA(LionList),
nullptr);
void InitLion()
{
LionCount = kMaxLions;
}
int BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
{
LionCount--;
short nLion = LionCount;
if (LionCount < 0) {
return -1;
}
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 104);
}
else
{
changespritestat(nSprite, 104);
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 = 60;
sprite[nSprite].shade = -12;
sprite[nSprite].xrepeat = 40;
sprite[nSprite].yrepeat = 40;
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].hitag = 0;
sprite[nSprite].extra = -1;
// GrabTimeSlot(3);
LionList[nLion].nAction = 0;
LionList[nLion].nHealth = 500;
LionList[nLion].nFrame = 0;
LionList[nLion].nSprite = nSprite;
LionList[nLion].nTarget = -1;
LionList[nLion]._g = 0;
LionList[nLion]._f = nLion;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nLion | 0x130000);
MoveHook[nLion] = runlist_AddRunRec(NewRun, nLion | 0x130000);
nCreaturesLeft++;
return nLion | 0x130000;
}
void FuncLion(int a, int nDamage, int nRun)
{
short nLion = RunData[nRun].nVal;
assert(nLion >= 0 && nLion < kMaxLions);
short nSprite = LionList[nLion].nSprite;
short nAction = LionList[nLion].nAction;
bool bVal = false;
int nMessage = a & kMessageMask;
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Lion\n", nMessage);
return;
}
case 0x90000:
{
seq_PlotSequence(a, SeqOffsets[kSeqLion] + ActionSeq[nAction].a, LionList[nLion].nFrame, ActionSeq[nAction].b);
return;
}
case 0xA0000:
{
nDamage = runlist_CheckRadialDamage(nSprite);
// now fall through to 0x80000
fallthrough__;
}
case 0x80000:
{
if (nDamage && LionList[nLion].nHealth > 0)
{
LionList[nLion].nHealth -= nDamage;
if (LionList[nLion].nHealth <= 0)
{
// R.I.P.
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].cstat &= 0xFEFE;
LionList[nLion].nHealth = 0;
nCreaturesLeft--;
if (nAction < 10)
{
DropMagic(nSprite);
if (nMessage == 0xA0000) {
LionList[nLion].nAction = 11;
}
else
{
LionList[nLion].nAction = 10;
}
LionList[nLion].nFrame = 0;
return;
}
}
else
{
short nTarget = a & 0xFFFF;
if (nTarget > -1)
{
if (sprite[nTarget].statnum < 199) {
LionList[nLion].nTarget = nTarget;
}
if (nAction != 6)
{
if (RandomSize(8) <= (LionList[nLion].nHealth >> 2))
{
LionList[nLion].nAction = 4;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
else if (RandomSize(1))
{
PlotCourseToSprite(nSprite, nTarget);
LionList[nLion].nAction = 5;
LionList[nLion]._g = RandomSize(3);
sprite[nSprite].ang = (sprite[nSprite].ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
}
else
{
LionList[nLion].nAction = 8;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].cstat &= 0xFEFE;
}
LionList[nLion].nFrame = 0;
}
}
}
}
return;
}
case 0x20000:
{
if (nAction != 7) {
Gravity(nSprite);
}
short nSeq = SeqOffsets[kSeqLion] + ActionSeq[nAction].a;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame);
seq_MoveSequence(nSprite, nSeq, LionList[nLion].nFrame);
LionList[nLion].nFrame++;
if (LionList[nLion].nFrame >= SeqSize[nSeq])
{
LionList[nLion].nFrame = 0;
bVal = true;
}
short nFlag = FrameFlag[SeqBase[nSeq] + LionList[nLion].nFrame];
short nTarget = LionList[nLion].nTarget;
int nMov = MoveCreatureWithCaution(nSprite);
switch (nAction)
{
default:
return;
case 0:
case 1:
{
if ((LionList[nLion]._f & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
{
nTarget = FindPlayer(nSprite, 40);
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound24], nSprite);
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
LionList[nLion].nTarget = nTarget;
return;
}
}
}
if (nAction)
{
LionList[nLion]._g--;
if (LionList[nLion]._g <= 0)
{
if (RandomBit())
{
sprite[nSprite].ang = RandomWord() & kAngleMask;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
}
else
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
LionList[nLion]._g = 100;
}
}
return;
}
case 2:
{
if ((totalmoves & 0x1F) == (LionList[nLion]._f & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
int nAng = sprite[nSprite].ang & 0xFFF8;
if (sprite[nSprite].cstat & 0x8000)
{
sprite[nSprite].xvel = Cos(nAng) * 2;
sprite[nSprite].yvel = Sin(nAng) * 2;
}
else
{
sprite[nSprite].xvel = Cos(nAng) >> 1;
sprite[nSprite].yvel = Sin(nAng) >> 1;
}
}
if ((nMov & 0xC000) < 0x8000)
{
break;
}
else if ((nMov & 0xC000) == 0x8000)
{
// loc_378FA:
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
break;
}
else if ((nMov & 0xC000) == 0xC000)
{
if ((nMov & 0x3FFF) == nTarget)
{
if (sprite[nSprite].cstat & 0x8000)
{
LionList[nLion].nAction = 9;
sprite[nSprite].cstat &= 0x7FFF;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
else
{
int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
if (AngleDiff(sprite[nSprite].ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
}
}
LionList[nLion].nFrame = 0;
break;
}
else
{
// loc_378FA:
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
break;
}
}
break;
}
case 3:
{
if (nTarget == -1)
{
LionList[nLion].nAction = 1;
LionList[nLion]._g = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
LionList[nLion].nAction = 2;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 10);
}
}
break;
}
case 4:
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
}
if (nMov & 0x20000)
{
sprite[nSprite].xvel >>= 1;
sprite[nSprite].yvel >>= 1;
}
return;
}
case 5: // Jump away when damaged
{
LionList[nLion]._g--;
if (LionList[nLion]._g <= 0)
{
sprite[nSprite].zvel = -4000;
LionList[nLion]._g = 0;
int x = sprite[nSprite].x;
int y = sprite[nSprite].y;
int z = sprite[nSprite].z - (GetSpriteHeight(nSprite) >> 1);
int nCheckDist = 0x7FFFFFFF;
short nAngle = sprite[nSprite].ang;
short nScanAngle = (sprite[nSprite].ang - 512) & kAngleMask;
for (int i = 0; i < 5; i++)
{
short hitwall;
int hitx, hity;
vec3_t startPos = { x, y, z };
hitdata_t hitData;
hitscan(&startPos, sprite[nSprite].sectnum, Cos(nScanAngle), Sin(nScanAngle), 0, &hitData, CLIPMASK1);
hitx = hitData.pos.x;
hity = hitData.pos.y;
hitwall = hitData.wall;
if (hitwall > -1)
{
int theX = klabs(hitx - x);
int theY = klabs(hity - y);
if ((theX + theY) < nCheckDist)
{
nCheckDist = theX;
nAngle = nScanAngle;
}
}
nScanAngle += 256;
nScanAngle &= kAngleMask;
}
sprite[nSprite].ang = nAngle;
LionList[nLion].nAction = 6;
sprite[nSprite].xvel = (Cos(sprite[nSprite].ang)) - (Cos(sprite[nSprite].ang) >> 3);
sprite[nSprite].yvel = (Sin(sprite[nSprite].ang)) - (Sin(sprite[nSprite].ang) >> 3);
D3PlayFX(StaticSound[kSound24], nSprite);
}
return;
}
case 6:
{
if (nMov & 0x30000)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
return;
}
if ((nMov & 0xC000) == 0x8000)
{
LionList[nLion].nAction = 7;
sprite[nSprite].ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
LionList[nLion]._g = RandomSize(4);
return;
}
else if ((nMov & 0xC000) == 0xC000)
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
if (AngleDiff(sprite[nSprite].ang, nAng) < 64)
{
LionList[nLion].nAction = 3;
LionList[nLion].nFrame = 0;
}
}
else
{
// loc_378FA:
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
break;
}
}
return;
}
case 7:
{
LionList[nLion]._g--;
if (LionList[nLion]._g <= 0)
{
LionList[nLion]._g = 0;
if (nTarget > -1)
{
PlotCourseToSprite(nSprite, nTarget);
}
else
{
sprite[nSprite].ang = (RandomSize(9) + (sprite[nSprite].ang + 768)) & kAngleMask;
}
sprite[nSprite].zvel = -1000;
LionList[nLion].nAction = 6;
sprite[nSprite].xvel = (Cos(sprite[nSprite].ang)) - (Cos(sprite[nSprite].ang) >> 3);
sprite[nSprite].yvel = (Sin(sprite[nSprite].ang)) - (Sin(sprite[nSprite].ang) >> 3);
D3PlayFX(StaticSound[kSound24], nSprite);
}
return;
}
case 8:
{
if (bVal)
{
LionList[nLion].nAction = 2;
LionList[nLion].nFrame = 0;
sprite[nSprite].cstat |= 0x8000;
}
return;
}
case 9:
{
if (bVal)
{
LionList[nLion].nFrame = 0;
LionList[nLion].nAction = 2;
sprite[nSprite].cstat |= 0x101;
}
return;
}
case 10:
case 11:
{
if (bVal)
{
runlist_SubRunRec(sprite[nSprite].owner);
runlist_SubRunRec(MoveHook[nLion]);
sprite[nSprite].cstat = 0x8000;
}
return;
}
}
// loc_379AD: ?
if (nAction != 1 && nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101))
{
LionList[nLion].nAction = 1;
LionList[nLion].nFrame = 0;
LionList[nLion]._g = 100;
LionList[nLion].nTarget = -1;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
}
return;
}
}
}
END_PS_NS