raze-gles/source/exhumed/src/spider.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

447 lines
14 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 "spider.h"
#include "engine.h"
#include "runlist.h"
#include "move.h"
#include "sequence.h"
#include "random.h"
#include "sound.h"
#include "trigdat.h"
#include <assert.h>
BEGIN_PS_NS
short SpiderSprite = -1;
short SpiderCount = 0;
#define kMaxSpiders 100
struct Spider
{
short nHealth;
short b;
short nAction;
short nSprite;
short nTarget;
short f;
short g;
short h;
};
Spider SpiderList[kMaxSpiders];
static actionSeq ActionSeq[] = { {16, 0}, {8, 0}, {32, 0}, {24, 0}, {0, 0}, {40, 1}, {41, 1} };
static SavegameHelper sgh("spider",
SV(SpiderSprite),
SV(SpiderCount),
SA(SpiderList),
nullptr);
void InitSpider()
{
SpiderCount = 0;
SpiderSprite = 1;
}
int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle)
{
int nSpider = SpiderCount++;
if (nSpider >= kMaxSpiders) {
return -1;
}
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 99);
}
else
{
changespritestat(nSprite, 99);
x = sprite[nSprite].x;
y = sprite[nSprite].y;
z = sprite[nSprite].z;
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].shade = -12;
sprite[nSprite].clipdist = 15;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].xrepeat = 40;
sprite[nSprite].yrepeat = 40;
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].ang = nAngle;
sprite[nSprite].picnum = 1;
sprite[nSprite].hitag = 0;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].extra = -1;
// GrabTimeSlot(3);
SpiderList[nSpider].nAction = 0;
SpiderList[nSpider].b = 0;
SpiderList[nSpider].nSprite = nSprite;
SpiderList[nSpider].nTarget = -1;
SpiderList[nSpider].nHealth = 160;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSpider | 0xC0000);
SpiderList[nSpider].h = runlist_AddRunRec(NewRun, nSpider | 0xC0000);
nCreaturesLeft++;
return nSpider | 0xC0000;
}
void FuncSpider(int a, int nDamage, int nRun)
{
short nSpider = RunData[nRun].nVal;
assert(nSpider >= 0 && nSpider < kMaxSpiders);
int var_14;
short nSprite = SpiderList[nSpider].nSprite;
short nAction = SpiderList[nSpider].nAction;
int nMessage = a & 0x7F0000;
switch (nMessage)
{
case 0x20000:
{
var_14 = 6;
if (SpiderList[nSpider].nHealth)
{
if (sprite[nSprite].cstat & 8)
{
sprite[nSprite].z = sector[sprite[nSprite].sectnum].ceilingz + GetSpriteHeight(nSprite);
}
else
{
Gravity(nSprite);
}
}
int nSeq = SeqOffsets[kSeqSpider] + ActionSeq[nAction].a;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SpiderList[nSpider].b);
seq_MoveSequence(nSprite, nSeq, SpiderList[nSpider].b);
int nFrameFlag = FrameFlag[SeqBase[nSeq] + SpiderList[nSpider].b];
SpiderList[nSpider].b++;
if (SpiderList[nSpider].b >= SeqSize[nSeq]) {
SpiderList[nSpider].b = 0;
}
short nTarget = SpiderList[nSpider].nTarget;
if (nTarget <= -1 || sprite[nTarget].cstat & 0x101)
{
switch (nAction)
{
default:
return;
case 0:
{
if ((nSpider & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0) {
nTarget = FindPlayer(nSprite, 100);
}
if (nTarget >= 0)
{
SpiderList[nSpider].nAction = 1;
SpiderList[nSpider].b = 0;
SpiderList[nSpider].nTarget = nTarget;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang);
sprite[nSprite].yvel = sintable[sprite[nSprite].ang]; // NOTE - not angle masking here in original code
return;
}
}
break;
}
case 1:
{
if (nTarget >= 0) {
var_14++;
}
goto case_3;
break;
}
case 4:
{
if (!SpiderList[nSpider].b)
{
SpiderList[nSpider].b = 0;
SpiderList[nSpider].nAction = 1;
}
//break; // fall through
fallthrough__;
}
case 3:
{
case_3:
short nSector = sprite[nSprite].sectnum;
if (sprite[nSprite].cstat & 8)
{
sprite[nSprite].zvel = 0;
sprite[nSprite].z = sector[nSector].ceilingz + (tilesiz[sprite[nSprite].picnum].y << 5);
if (sector[nSector].ceilingstat & 1)
{
sprite[nSprite].cstat ^= 8;
sprite[nSprite].zvel = 1;
SpiderList[nSpider].nAction = 3;
SpiderList[nSpider].b = 0;
}
}
if ((totalmoves & 0x1F) == (nSpider & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
if (RandomSize(3))
{
sprite[nSprite].xvel = Cos(sprite[nSprite].ang);
sprite[nSprite].yvel = Sin(sprite[nSprite].ang);
}
else
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
if (SpiderList[nSpider].nAction == 1 && RandomBit())
{
if (sprite[nSprite].cstat & 8)
{
sprite[nSprite].cstat ^= 8u;
sprite[nSprite].zvel = 1;
sprite[nSprite].z = sector[nSector].ceilingz + GetSpriteHeight(nSprite);
}
else
{
sprite[nSprite].zvel = -5120;
}
SpiderList[nSpider].nAction = 3;
SpiderList[nSpider].b = 0;
if (!RandomSize(3)) {
D3PlayFX(StaticSound[kSound29], nSprite);
}
}
}
break;
}
case 5:
{
if (!SpiderList[nSpider].b)
{
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_FreeRun(sprite[nSprite].lotag - 1);
runlist_SubRunRec(SpiderList[nSpider].h);
sprite[nSprite].cstat = 0x8000;
mydeletesprite(nSprite);
}
return;
}
case 2:
{
if (nTarget != -1)
{
if (nFrameFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 3);
D3PlayFX(StaticSound[kSound38], nSprite);
}
if (PlotCourseToSprite(nSprite, nTarget) < 1024) {
return;
}
SpiderList[nSpider].nAction = 1;
}
else
{
SpiderList[nSpider].nAction = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
SpiderList[nSpider].b = 0;
break;
}
}
}
else
{
SpiderList[nSpider].nTarget = -1;
SpiderList[nSpider].nAction = 0;
SpiderList[nSpider].b = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
int nMov = movesprite(nSprite, sprite[nSprite].xvel << var_14, sprite[nSprite].yvel << var_14, sprite[nSprite].zvel, 1280, -1280, CLIPMASK0);
if (!nMov)
return;
if (nMov & 0x10000
&& sprite[nSprite].zvel < 0
&& (hihit & 0xC000) != 0xC000
&& !((sector[sprite[nSprite].sectnum].ceilingstat) & 1))
{
sprite[nSprite].cstat |= 8;
sprite[nSprite].z = GetSpriteHeight(nSprite) + sector[sprite[nSprite].sectnum].ceilingz;
sprite[nSprite].zvel = 0;
SpiderList[nSpider].nAction = 1;
SpiderList[nSpider].b = 0;
return;
}
else
{
switch (nMov & 0xC000)
{
case 0x8000:
{
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & 0x7EF;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang);
sprite[nSprite].yvel = Sin(sprite[nSprite].ang);
return;
}
case 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)
{
SpiderList[nSpider].nAction = 2;
SpiderList[nSpider].b = 0;
}
}
return;
}
default:
break;
}
if (SpiderList[nSpider].nAction == 3)
{
SpiderList[nSpider].nAction = 1;
SpiderList[nSpider].b = 0;
}
return;
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqSpider] + ActionSeq[nAction].a, SpiderList[nSpider].b, ActionSeq[nAction].b);
break;
}
case 0xA0000:
{
if (SpiderList[nSpider].nHealth <= 0)
return;
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through
fallthrough__;
}
case 0x80000:
{
if (!nDamage)
return;
short nTarget = a & 0xFFFF;
SpiderList[nSpider].nHealth -= nDamage;
if (SpiderList[nSpider].nHealth > 0)
{
/*
TODO - nTarget check was added, but should we return if it's invalid instead
or should code below (action set, b set) happen?
Other AI doesn't show consistency in this regard (see Scorpion code)
*/
if (nTarget > -1 && sprite[nTarget].statnum == 100)
{
SpiderList[nSpider].nTarget = nTarget;
}
SpiderList[nSpider].nAction = 4;
SpiderList[nSpider].b = 0;
}
else
{
// creature is dead, make some chunks
SpiderList[nSpider].nHealth = 0;
SpiderList[nSpider].nAction = 5;
SpiderList[nSpider].b = 0;
sprite[nSprite].cstat &= 0xFEFE;
nCreaturesLeft--;
for (int i = 0; i < 7; i++)
{
BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSpider, i + 41, 0));
}
}
return;
}
default:
{
Printf("unknown msg %d for Spider\n", a & 0x7F0000);
break;
}
}
}
END_PS_NS