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https://github.com/ZDoom/raze-gles.git
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c8a75a8664
Since these do not fully get processed sequentially the contents need to be preserved until needed. This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
436 lines
12 KiB
C++
436 lines
12 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 "engine.h"
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#include "exhumed.h"
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#include "aistuff.h"
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#include "status.h"
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#include "player.h"
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#include "sequence.h"
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#include "input.h"
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#include "sound.h"
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#include <string.h>
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#include <assert.h>
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BEGIN_PS_NS
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FreeListArray<Snake, kMaxSnakes> SnakeList;
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short nPlayerSnake[kMaxPlayers];
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Snake& w, Snake* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("enemy", w.nEnemy)
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.Array("sprites", w.nSprites, kSnakeSprites)
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("sc", w.sC)
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("run", w.nRun)
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.Array("c", w.c, countof(w.c))
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("se", w.sE)
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("player", w.nSnakePlayer)
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.EndObject();
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}
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return arc;
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}
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void SerializeSnake(FSerializer& arc)
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{
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arc("snake", SnakeList);
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arc.Array("playersnake", nPlayerSnake, PlayerCount);
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}
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void InitSnakes()
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{
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SnakeList.Clear();
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memset(nPlayerSnake, 0, sizeof(nPlayerSnake));
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}
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short GrabSnake()
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{
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return SnakeList.Get();
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}
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void DestroySnake(int nSnake)
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{
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short nRun = SnakeList[nSnake].nRun;
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runlist_SubRunRec(nRun);
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for (int i = 0; i < kSnakeSprites; i++)
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{
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short nSprite = SnakeList[nSnake].nSprites[i];
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runlist_DoSubRunRec(sprite[nSprite].lotag - 1);
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runlist_DoSubRunRec(sprite[nSprite].owner);
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mydeletesprite(nSprite);
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}
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SnakeList.Release(nSnake);
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if (nSnake == nSnakeCam)
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{
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nSnakeCam = -1;
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}
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}
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void ExplodeSnakeSprite(int nSprite, short nPlayer)
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{
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short nDamage = BulletInfo[kWeaponStaff].nDamage;
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if (nPlayerDouble[nPlayer] > 0) {
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nDamage *= 2;
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}
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// take a copy of this, to revert after call to runlist_RadialDamageEnemy()
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short nOwner = sprite[nSprite].owner;
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sprite[nSprite].owner = PlayerList[nPlayer].nSprite;
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runlist_RadialDamageEnemy(nSprite, nDamage, BulletInfo[kWeaponStaff].nRadius);
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sprite[nSprite].owner = nOwner;
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BuildAnim(-1, 23, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 40, 4);
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AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, 128);
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StopSpriteSound(nSprite);
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}
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int BuildSnake(short nPlayer, short zVal)
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{
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zVal -= 1280;
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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short nViewSect = nPlayerViewSect[nPlayer];
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short nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0);
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int x = sprite[nPlayerSprite].x;
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int y = sprite[nPlayerSprite].y;
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int z = (sprite[nPlayerSprite].z + zVal) - 2560;
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short nAngle = sprite[nPlayerSprite].ang;
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short hitsect, hitsprite;
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int hitx, hity, hitz;
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short nSprite;
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vec3_t pos = { x, y, z };
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hitdata_t hitData;
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hitscan(&pos, sprite[nPlayerSprite].sectnum, bcos(nAngle), bsin(nAngle), 0, &hitData, CLIPMASK1);
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hitx = hitData.pos.x;
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hity = hitData.pos.y;
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hitz = hitData.pos.z;
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hitsect = hitData.sect;
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hitsprite = hitData.sprite;
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uint32_t xDiff = abs(hitx - x);
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uint32_t yDiff = abs(hity - y);
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uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
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if (sqrtNum > INT_MAX)
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{
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DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
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sqrtNum = INT_MAX;
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}
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int nSqrt = ksqrt(sqrtNum);
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if (nSqrt < bsin(512, -4))
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{
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BackUpBullet(&hitx, &hity, nAngle);
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nSprite = insertsprite(hitsect, 202);
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sprite[nSprite].x = hitx;
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sprite[nSprite].y = hity;
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sprite[nSprite].z = hitz;
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ExplodeSnakeSprite(nSprite, nPlayer);
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mydeletesprite(nSprite);
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return -1;
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}
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else
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{
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short nTarget;
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if (hitsprite >= 0 && sprite[hitsprite].statnum >= 90 && sprite[hitsprite].statnum <= 199) {
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nTarget = hitsprite;
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}
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else {
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nTarget = sPlayerInput[nPlayer].nTarget;
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}
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short nSnake = GrabSnake();
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if (nSnake == -1) return -1;
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// GrabTimeSlot(3);
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short var_24;
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for (int i = 0; i < kSnakeSprites; i++)
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{
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nSprite = insertsprite(nViewSect, 202);
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sprite[nSprite].owner = nPlayerSprite;
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sprite[nSprite].picnum = nPic;
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if (i == 0)
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{
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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 + zVal;
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sprite[nSprite].xrepeat = 32;
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sprite[nSprite].yrepeat = 32;
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nViewSect = sprite[nSprite].sectnum;
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var_24 = nSprite;
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}
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else
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{
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sprite[nSprite].x = sprite[var_24].x;
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sprite[nSprite].y = sprite[var_24].y;
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sprite[nSprite].z = sprite[var_24].z;
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sprite[nSprite].xrepeat = 40 - 3*i;
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sprite[nSprite].yrepeat = 40 - 3*i;
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}
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sprite[nSprite].clipdist = 10;
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sprite[nSprite].cstat = 0;
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sprite[nSprite].shade = -64;
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sprite[nSprite].pal = 0;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].ang = sprite[nPlayerSprite].ang;
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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].hitag = 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].backuppos();
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SnakeList[nSnake].nSprites[i] = nSprite;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, ((nSnake << 8) | i) | 0x110000);
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}
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SnakeList[nSnake].nRun = runlist_AddRunRec(NewRun, nSnake | 0x110000);
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SnakeList[nSnake].c[1] = 2;
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SnakeList[nSnake].c[5] = 5;
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SnakeList[nSnake].c[2] = 4;
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SnakeList[nSnake].c[3] = 6;
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SnakeList[nSnake].c[4] = 7;
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SnakeList[nSnake].c[6] = 6;
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SnakeList[nSnake].c[7] = 7;
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SnakeList[nSnake].nEnemy = nTarget;
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SnakeList[nSnake].sC = 1200;
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SnakeList[nSnake].sE = 0;
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SnakeList[nSnake].nSnakePlayer = nPlayer;
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nPlayerSnake[nPlayer] = nSnake;
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if (bSnakeCam)
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{
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if (nSnakeCam < 0) {
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nSnakeCam = nSnake;
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}
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}
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D3PlayFX(StaticSound[kSound6], var_24);
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}
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return nSprite;
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}
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int FindSnakeEnemy(short nSnake)
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{
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short nPlayer = SnakeList[nSnake].nSnakePlayer;
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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short nSprite = SnakeList[nSnake].nSprites[0]; // CHECKME
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short nAngle = sprite[nSprite].ang;
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short nSector = sprite[nSprite].sectnum;
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int esi = 2048;
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int nEnemy = -1;
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int i;
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SectIterator it(nSector);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].statnum >= 90 && sprite[i].statnum < 150 && (sprite[i].cstat & 0x101))
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{
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if (i != nPlayerSprite && !(sprite[i].cstat & 0x8000))
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{
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int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask;
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if (nAngle2 < esi)
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{
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nEnemy = i;
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esi = nAngle2;
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}
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}
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}
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}
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if (nEnemy != -1)
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{
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SnakeList[nSnake].nEnemy = nEnemy;
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}
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else
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{
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SnakeList[nSnake].nEnemy--;
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if (SnakeList[nSnake].nEnemy < -25)
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{
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nEnemy = nPlayerSprite;
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SnakeList[nSnake].nEnemy = nPlayerSprite;
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}
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}
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return nEnemy;
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}
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void FuncSnake(int a, int, int nRun)
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{
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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case 0x20000:
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{
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short nSnake = RunData[nRun].nVal;
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assert(nSnake >= 0 && nSnake < kMaxSnakes);
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short nSprite = SnakeList[nSnake].nSprites[0];
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seq_MoveSequence(nSprite, SeqOffsets[kSeqSnakehed], 0);
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short nEnemySprite = SnakeList[nSnake].nEnemy;
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int nMov;
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int zVal;
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if (nEnemySprite < 0)
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{
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SEARCH_ENEMY:
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nMov = movesprite(nSprite,
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600 * bcos(sprite[nSprite].ang),
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600 * bsin(sprite[nSprite].ang),
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bsin(SnakeList[nSnake].sE, -5),
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0, 0, CLIPMASK1);
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FindSnakeEnemy(nSnake);
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zVal = 0;
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}
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else
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{
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if (!(sprite[nEnemySprite].cstat&0x101))
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{
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SnakeList[nSnake].nEnemy = -1;
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goto SEARCH_ENEMY;
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}
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zVal = sprite[nSprite].z;
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nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32);
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zVal = sprite[nSprite].z - zVal;
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}
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if (nMov)
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{
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short nPlayer = SnakeList[nSnake].nSnakePlayer;
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ExplodeSnakeSprite(SnakeList[nSnake].nSprites[0], nPlayer);
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nPlayerSnake[nPlayer] = -1;
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SnakeList[nSnake].nSnakePlayer = -1;
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DestroySnake(nSnake);
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}
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else
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{
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short nAngle = sprite[nSprite].ang;
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int var_30 = -bcos(nAngle, 6);
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int var_34 = -bsin(nAngle, 6);
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int var_20 = SnakeList[nSnake].sE;
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SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
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int var_28 = (nAngle + 512) & kAngleMask;
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short nSector = sprite[nSprite].sectnum;
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int x = sprite[nSprite].x;
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int y = sprite[nSprite].y;
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int z = sprite[nSprite].z;
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for (int i = 7; i > 0; i--)
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{
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int nSprite2 = SnakeList[nSnake].nSprites[i];
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sprite[nSprite2].ang = nAngle;
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sprite[nSprite2].x = x;
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sprite[nSprite2].y = y;
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sprite[nSprite2].z = z;
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mychangespritesect(nSprite2, nSector);
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int eax = (bsin(var_20) * SnakeList[nSnake].c[i]) >> 9;
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movesprite(nSprite2, var_30 + var_30 * i + eax * bcos(var_28), var_30 + var_34 * i + eax * bsin(var_28),
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-zVal*(i-1), 0, 0, CLIPMASK1);
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var_20 = (var_20 + 128) & kAngleMask;
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}
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}
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break;
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}
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case 0x90000:
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{
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short nSnake = RunData[nRun].nVal;
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short nSprite = a & 0xFFFF;
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if ((nSnake & 0xFF) == 0) {
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seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
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}
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else {
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seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
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}
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mytsprite[nSprite].owner = -1;
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break;
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}
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case 0xA0000:
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{
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break;
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}
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default:
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{
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Printf("unknown msg %x for bullet\n", nMessage);
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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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