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.
447 lines
14 KiB
C++
447 lines
14 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 "exhumed.h"
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#include "spider.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 "random.h"
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#include "sound.h"
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#include "trigdat.h"
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#include <assert.h>
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BEGIN_PS_NS
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short SpiderSprite = -1;
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short SpiderCount = 0;
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#define kMaxSpiders 100
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struct Spider
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{
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short nHealth;
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short b;
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short nAction;
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short nSprite;
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short nTarget;
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short f;
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short g;
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short h;
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};
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Spider SpiderList[kMaxSpiders];
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static actionSeq ActionSeq[] = { {16, 0}, {8, 0}, {32, 0}, {24, 0}, {0, 0}, {40, 1}, {41, 1} };
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static SavegameHelper sgh("spider",
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SV(SpiderSprite),
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SV(SpiderCount),
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SA(SpiderList),
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nullptr);
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void InitSpider()
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{
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SpiderCount = 0;
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SpiderSprite = 1;
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}
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int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle)
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{
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int nSpider = SpiderCount++;
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if (nSpider >= kMaxSpiders) {
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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, 99);
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}
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else
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{
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changespritestat(nSprite, 99);
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x = sprite[nSprite].x;
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y = sprite[nSprite].y;
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z = sprite[nSprite].z;
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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].shade = -12;
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sprite[nSprite].clipdist = 15;
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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].xrepeat = 40;
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sprite[nSprite].yrepeat = 40;
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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].picnum = 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = -1;
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// GrabTimeSlot(3);
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SpiderList[nSpider].nAction = 0;
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SpiderList[nSpider].b = 0;
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SpiderList[nSpider].nSprite = nSprite;
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SpiderList[nSpider].nTarget = -1;
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SpiderList[nSpider].nHealth = 160;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSpider | 0xC0000);
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SpiderList[nSpider].h = runlist_AddRunRec(NewRun, nSpider | 0xC0000);
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nCreaturesLeft++;
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return nSpider | 0xC0000;
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}
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void FuncSpider(int a, int nDamage, int nRun)
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{
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short nSpider = RunData[nRun].nVal;
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assert(nSpider >= 0 && nSpider < kMaxSpiders);
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int var_14;
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short nSprite = SpiderList[nSpider].nSprite;
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short nAction = SpiderList[nSpider].nAction;
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int nMessage = a & 0x7F0000;
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switch (nMessage)
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{
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case 0x20000:
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{
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var_14 = 6;
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if (SpiderList[nSpider].nHealth)
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{
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if (sprite[nSprite].cstat & 8)
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{
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sprite[nSprite].z = sector[sprite[nSprite].sectnum].ceilingz + GetSpriteHeight(nSprite);
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}
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else
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{
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Gravity(nSprite);
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}
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}
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int nSeq = SeqOffsets[kSeqSpider] + ActionSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SpiderList[nSpider].b);
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seq_MoveSequence(nSprite, nSeq, SpiderList[nSpider].b);
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int nFrameFlag = FrameFlag[SeqBase[nSeq] + SpiderList[nSpider].b];
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SpiderList[nSpider].b++;
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if (SpiderList[nSpider].b >= SeqSize[nSeq]) {
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SpiderList[nSpider].b = 0;
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}
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short nTarget = SpiderList[nSpider].nTarget;
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if (nTarget <= -1 || sprite[nTarget].cstat & 0x101)
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{
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switch (nAction)
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{
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default:
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return;
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case 0:
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{
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if ((nSpider & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0) {
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nTarget = FindPlayer(nSprite, 100);
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}
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if (nTarget >= 0)
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{
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SpiderList[nSpider].nAction = 1;
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SpiderList[nSpider].b = 0;
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SpiderList[nSpider].nTarget = nTarget;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang);
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sprite[nSprite].yvel = sintable[sprite[nSprite].ang]; // NOTE - not angle masking here in original code
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return;
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}
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}
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break;
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}
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case 1:
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{
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if (nTarget >= 0) {
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var_14++;
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}
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goto case_3;
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break;
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}
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case 4:
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{
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if (!SpiderList[nSpider].b)
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{
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SpiderList[nSpider].b = 0;
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SpiderList[nSpider].nAction = 1;
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}
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//break; // fall through
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fallthrough__;
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}
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case 3:
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{
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case_3:
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short nSector = sprite[nSprite].sectnum;
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if (sprite[nSprite].cstat & 8)
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{
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sprite[nSprite].zvel = 0;
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sprite[nSprite].z = sector[nSector].ceilingz + (tilesiz[sprite[nSprite].picnum].y << 5);
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if (sector[nSector].ceilingstat & 1)
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{
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sprite[nSprite].cstat ^= 8;
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sprite[nSprite].zvel = 1;
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SpiderList[nSpider].nAction = 3;
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SpiderList[nSpider].b = 0;
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}
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}
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if ((totalmoves & 0x1F) == (nSpider & 0x1F))
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{
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PlotCourseToSprite(nSprite, nTarget);
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if (RandomSize(3))
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{
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang);
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang);
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}
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else
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{
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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if (SpiderList[nSpider].nAction == 1 && RandomBit())
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{
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if (sprite[nSprite].cstat & 8)
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{
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sprite[nSprite].cstat ^= 8u;
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sprite[nSprite].zvel = 1;
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sprite[nSprite].z = sector[nSector].ceilingz + GetSpriteHeight(nSprite);
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}
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else
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{
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sprite[nSprite].zvel = -5120;
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}
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SpiderList[nSpider].nAction = 3;
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SpiderList[nSpider].b = 0;
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if (!RandomSize(3)) {
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D3PlayFX(StaticSound[kSound29], nSprite);
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}
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}
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}
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break;
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}
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case 5:
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{
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if (!SpiderList[nSpider].b)
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{
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runlist_DoSubRunRec(sprite[nSprite].owner);
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runlist_FreeRun(sprite[nSprite].lotag - 1);
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runlist_SubRunRec(SpiderList[nSpider].h);
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sprite[nSprite].cstat = 0x8000;
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mydeletesprite(nSprite);
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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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if (nTarget != -1)
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{
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if (nFrameFlag & 0x80)
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{
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runlist_DamageEnemy(nTarget, nSprite, 3);
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D3PlayFX(StaticSound[kSound38], nSprite);
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}
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if (PlotCourseToSprite(nSprite, nTarget) < 1024) {
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return;
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}
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SpiderList[nSpider].nAction = 1;
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}
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else
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{
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SpiderList[nSpider].nAction = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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SpiderList[nSpider].b = 0;
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break;
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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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SpiderList[nSpider].nTarget = -1;
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SpiderList[nSpider].nAction = 0;
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SpiderList[nSpider].b = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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int nMov = movesprite(nSprite, sprite[nSprite].xvel << var_14, sprite[nSprite].yvel << var_14, sprite[nSprite].zvel, 1280, -1280, CLIPMASK0);
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if (!nMov)
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return;
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if (nMov & 0x10000
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&& sprite[nSprite].zvel < 0
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&& (hihit & 0xC000) != 0xC000
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&& !((sector[sprite[nSprite].sectnum].ceilingstat) & 1))
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{
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sprite[nSprite].cstat |= 8;
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sprite[nSprite].z = GetSpriteHeight(nSprite) + sector[sprite[nSprite].sectnum].ceilingz;
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sprite[nSprite].zvel = 0;
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SpiderList[nSpider].nAction = 1;
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SpiderList[nSpider].b = 0;
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return;
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}
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else
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{
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switch (nMov & 0xC000)
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{
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case 0x8000:
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{
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & 0x7EF;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang);
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang);
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return;
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}
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case 0xC000:
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{
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if ((nMov & 0x3FFF) == nTarget)
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{
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int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
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if (AngleDiff(sprite[nSprite].ang, nAng) < 64)
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{
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SpiderList[nSpider].nAction = 2;
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SpiderList[nSpider].b = 0;
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}
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}
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return;
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}
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default:
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break;
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}
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if (SpiderList[nSpider].nAction == 3)
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{
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SpiderList[nSpider].nAction = 1;
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SpiderList[nSpider].b = 0;
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}
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return;
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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[kSeqSpider] + ActionSeq[nAction].a, SpiderList[nSpider].b, ActionSeq[nAction].b);
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break;
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}
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case 0xA0000:
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{
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if (SpiderList[nSpider].nHealth <= 0)
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return;
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nDamage = runlist_CheckRadialDamage(nSprite);
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// fall through
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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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return;
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short nTarget = a & 0xFFFF;
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SpiderList[nSpider].nHealth -= nDamage;
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if (SpiderList[nSpider].nHealth > 0)
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{
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/*
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TODO - nTarget check was added, but should we return if it's invalid instead
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or should code below (action set, b set) happen?
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Other AI doesn't show consistency in this regard (see Scorpion code)
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*/
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if (nTarget > -1 && sprite[nTarget].statnum == 100)
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{
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SpiderList[nSpider].nTarget = nTarget;
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}
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SpiderList[nSpider].nAction = 4;
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SpiderList[nSpider].b = 0;
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}
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else
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{
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// creature is dead, make some chunks
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SpiderList[nSpider].nHealth = 0;
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SpiderList[nSpider].nAction = 5;
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SpiderList[nSpider].b = 0;
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sprite[nSprite].cstat &= 0xFEFE;
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nCreaturesLeft--;
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for (int i = 0; i < 7; i++)
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{
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BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSpider, i + 41, 0));
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}
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}
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return;
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}
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default:
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{
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Printf("unknown msg %d for Spider\n", a & 0x7F0000);
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break;
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}
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}
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}
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END_PS_NS
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