raze-gles/source/exhumed/src/mummy.cpp

531 lines
16 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 "mummy.h"
#include "sequence.h"
#include "move.h"
#include "map.h"
#include "sound.h"
#include "exhumed.h"
#include "random.h"
#include "trigdat.h"
#include "bullet.h"
#include "items.h"
#include <assert.h>
#include "engine.h"
BEGIN_PS_NS
short nMummies = -1;
struct Mummy
{
short nHealth;
short B;
short nAction;
short nSprite;
short nTarget;
short F;
short G;
short H;
};
Mummy MummyList[kMaxMummies];
static actionSeq ActionSeq[] = {
{8, 0},
{0, 0},
{16, 0},
{24, 0},
{32, 1},
{40, 1},
{48, 1},
{50, 0}
};
static SavegameHelper sgh("mummy",
SV(nMummies),
SA(MummyList),
nullptr);
void InitMummy()
{
nMummies = 0;
}
int BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
{
if (nMummies >= kMaxMummies) {
return -1;
}
short nMummy = nMummies++;
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 102);
}
else
{
x = sprite[nSprite].x;
y = sprite[nSprite].y;
z = sprite[nSprite].z;
nAngle = sprite[nSprite].ang;
changespritestat(nSprite, 102);
}
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 = 32;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].xrepeat = 42;
sprite[nSprite].yrepeat = 42;
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);
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nHealth = 640;
MummyList[nMummy].B = 0;
MummyList[nMummy].nSprite = nSprite;
MummyList[nMummy].nTarget = -1;
MummyList[nMummy].F = nMummy;
MummyList[nMummy].G = 0;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nMummy | 0xE0000);
MummyList[nMummy].H = runlist_AddRunRec(NewRun, nMummy | 0xE0000);
nCreaturesLeft++;
return (nMummy | 0xE0000);
}
void CheckMummyRevive(short nMummy)
{
short nSprite = MummyList[nMummy].nSprite;
for (int i = 0; i < nMummies; i++)
{
if (i != nMummy)
{
short nSprite2 = MummyList[i].nSprite;
if (sprite[nSprite2].statnum != 102) {
continue;
}
if (MummyList[i].nAction != 5) {
continue;
}
int x = klabs(sprite[nSprite2].x - sprite[nSprite].x) >> 8;
int y = klabs(sprite[nSprite2].y - sprite[nSprite].y) >> 8;
if (x <= 20 && y <= 20)
{
if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - 8192, sprite[nSprite].sectnum,
sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z - 8192, sprite[nSprite2].sectnum))
{
sprite[nSprite2].cstat = 0;
MummyList[i].nAction = 6;
MummyList[i].B = 0;
}
}
}
}
}
void FuncMummy(int a, int nDamage, int nRun)
{
short nMummy = RunData[nRun].nVal;
assert(nMummy >= 0 && nMummy < kMaxMummies);
short nTarget = UpdateEnemy(&MummyList[nMummy].nTarget);
short nSprite = MummyList[nMummy].nSprite;
short nAction = MummyList[nMummy].nAction;
int nMessage = a & kMessageMask;
switch (nMessage)
{
default:
{
DebugOut("unknown msg %d for Mummy\n", nMessage);
break;
}
case 0x20000:
{
Gravity(nSprite);
int nSeq = SeqOffsets[kSeqMummy] + ActionSeq[nAction].a;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].B);
short nFrame = SeqBase[nSeq] + MummyList[nMummy].B;
short nFrameFlag = FrameFlag[nFrame];
seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].B);
bool bVal = false;
MummyList[nMummy].B++;
if (MummyList[nMummy].B >= SeqSize[nSeq])
{
MummyList[nMummy].B = 0;
bVal = true;
}
if (nTarget != -1 && nAction < 4)
{
if ((!sprite[nTarget].cstat) && nAction)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].B = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
}
int nMov = MoveCreatureWithCaution(nSprite);
if (nAction > 7)
return;
switch (nAction)
{
case 0:
{
if ((MummyList[nMummy].F & 0x1F) == (totalmoves & 0x1F))
{
sprite[nSprite].cstat = 0x101;
if (nTarget < 0)
{
int nTarget = FindPlayer(nSprite, 100);
if (nTarget >= 0)
{
D3PlayFX(StaticSound[kSound7], nSprite);
MummyList[nMummy].B = 0;
MummyList[nMummy].nTarget = nTarget;
MummyList[nMummy].nAction = 1;
MummyList[nMummy].G = 90;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
sprite[nSprite].yvel = sintable[sprite[nSprite].ang] >> 2; // NOTE no angle masking in original code
}
}
}
return;
}
case 1:
{
if (MummyList[nMummy].G > 0)
{
MummyList[nMummy].G--;
}
if ((MummyList[nMummy].F & 0x1F) == (totalmoves & 0x1F))
{
sprite[nSprite].cstat = 0x101;
PlotCourseToSprite(nSprite, nTarget);
if (MummyList[nMummy].nAction == 1)
{
if (RandomBit())
{
if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum,
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
{
MummyList[nMummy].nAction = 3;
MummyList[nMummy].B = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return;
}
}
}
}
// loc_2B5A8
if (!MummyList[nMummy].B)
{
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
}
if (sprite[nSprite].xvel || sprite[nSprite].yvel)
{
if (sprite[nSprite].xvel > 0)
{
sprite[nSprite].xvel -= 1024;
if (sprite[nSprite].xvel < 0) {
sprite[nSprite].xvel = 0;
}
}
else if (sprite[nSprite].xvel < 0)
{
sprite[nSprite].xvel += 1024;
if (sprite[nSprite].xvel > 0) {
sprite[nSprite].xvel = 0;
}
}
if (sprite[nSprite].yvel > 0)
{
sprite[nSprite].yvel -= 1024;
if (sprite[nSprite].yvel < 0) {
sprite[nSprite].yvel = 0;
}
}
else if (sprite[nSprite].yvel < 0)
{
sprite[nSprite].yvel += 1024;
if (sprite[nSprite].yvel > 0) {
sprite[nSprite].yvel = 0;
}
}
}
if (nMov)
{
switch (nMov & 0xC000)
{
case 0x8000:
{
sprite[nSprite].ang = (sprite[nSprite].ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask;
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
return;
}
case 0xC000:
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAngle = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
if (AngleDiff(sprite[nSprite].ang, nAngle) < 64)
{
MummyList[nMummy].nAction = 2;
MummyList[nMummy].B = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
}
return;
}
}
}
break;
}
case 2:
{
if (nTarget == -1)
{
MummyList[nMummy].nAction = 0;
MummyList[nMummy].B = 0;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 1024)
{
MummyList[nMummy].nAction = 1;
MummyList[nMummy].B = 0;
}
else if (nFrameFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 5);
}
}
return;
}
case 3:
{
if (bVal)
{
MummyList[nMummy].B = 0;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].G = 100;
MummyList[nMummy].nTarget = -1;
return;
}
else if (nFrameFlag & 0x80)
{
SetQuake(nSprite, 100);
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
int nBullet = BuildBullet(nSprite, 9, 0, 0, -15360, sprite[nSprite].ang, nTarget + 10000, 1);
CheckMummyRevive(nMummy);
if (nBullet > -1)
{
if (!RandomSize(3))
{
// FIXME CHECKME - nBullet & 0xFFFF can be -1. Original code doesn't handle this??
SetBulletEnemy(nBullet >> 16, nTarget); // isolate the bullet number (shift off the sprite index)
sprite[nBullet & 0xFFFF].pal = 5;
}
}
}
return;
}
case 4:
{
if (bVal)
{
MummyList[nMummy].B = 0;
MummyList[nMummy].nAction = 5;
}
return;
}
case 5:
{
MummyList[nMummy].B = 0;
return;
}
case 6:
{
if (bVal)
{
sprite[nSprite].cstat = 0x101;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].nHealth = 300;
MummyList[nMummy].nTarget = -1;
nCreaturesLeft++;
}
return;
}
case 7:
{
if (nMov & 0x20000)
{
sprite[nSprite].xvel >>= 1;
sprite[nSprite].yvel >>= 1;
}
if (bVal)
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].cstat = 0x101;
MummyList[nMummy].nAction = 0;
MummyList[nMummy].B = 0;
MummyList[nMummy].nTarget = -1;
}
return;
}
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqMummy] + ActionSeq[nAction].a, MummyList[nMummy].B, ActionSeq[nAction].b);
return;
}
case 0xA0000:
{
if (MummyList[nMummy].nHealth <= 0)
return;
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through to 0x80000
fallthrough__;
}
case 0x80000:
{
if (nDamage <= 0)
return;
if (MummyList[nMummy].nHealth <= 0) {
return;
}
MummyList[nMummy].nHealth -= nDamage;
if (MummyList[nMummy].nHealth <= 0)
{
MummyList[nMummy].nHealth = 0;
sprite[nSprite].cstat &= 0xFEFE;
nCreaturesLeft--;
DropMagic(nSprite);
MummyList[nMummy].B = 0;
MummyList[nMummy].nAction = 4;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].z = sector[sprite[nSprite].sectnum].floorz;
}
else
{
if (!RandomSize(2))
{
MummyList[nMummy].nAction = 7;
MummyList[nMummy].B = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
}
return;
}
}
}
END_PS_NS