raze/source/games/exhumed/src/set.cpp

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//-------------------------------------------------------------------------
/*
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 "aistuff.h"
#include "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include <assert.h>
BEGIN_PS_NS
static actionSeq SetSeq[] = {
{0, 0},
{77, 1},
{78, 1},
{0, 0},
{9, 0},
{63, 0},
{45, 0},
{18, 0},
{27, 0},
{36, 0},
{72, 1},
{74, 1}
};
struct Set
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
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short nCount;
short nIndex;
short nIndex2;
short nRun;
short nChannel;
};
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TArray<Set> SetList;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Set& w, Set* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("count", w.nCount)
("index", w.nIndex)
("index2", w.nIndex2)
("run", w.nRun)
("channel", w.nChannel)
.EndObject();
}
return arc;
}
void SerializeSet(FSerializer& arc)
{
arc("set", SetList);
}
void InitSets()
{
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SetList.Clear();
}
void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel)
{
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auto nSet = SetList.Reserve(1);
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auto pActor = &SetList[nSet];
auto pSprite = &sprite[nSprite];
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 120);
pSprite = &sprite[nSprite];
}
else
{
changespritestat(nSprite, 120);
x = pSprite->x;
y = pSprite->y;
z = sector[pSprite->sectnum].floorz;
nAngle = pSprite->ang;
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
pSprite->cstat = 0x101;
pSprite->shade = -12;
pSprite->clipdist = 110;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->xrepeat = 87;
pSprite->yrepeat = 96;
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->ang = nAngle;
pSprite->picnum = 1;
pSprite->hitag = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
// GrabTimeSlot(3);
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pActor->nAction = 1;
pActor->nHealth = 8000;
pActor->nSprite = nSprite;
pActor->nFrame = 0;
pActor->nTarget = -1;
pActor->nCount = 90;
pActor->nIndex = 0;
pActor->nIndex2 = 0;
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pActor->nChannel = nChannel;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nSet, 0x190000);
// this isn't stored anywhere.
runlist_AddRunRec(NewRun, nSet, 0x190000);
nCreaturesTotal++;
}
void BuildSoul(int nSet)
{
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auto pActor = &SetList[nSet];
int nSetSprite = pActor->nSprite;
auto pSetSprite = &sprite[nSetSprite];
int nSprite = insertsprite(pSetSprite->sectnum, 0);
auto pSprite = &sprite[nSprite];
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->cstat = 0x8000;
pSprite->shade = -127;
pSprite->xrepeat = 1;
pSprite->yrepeat = 1;
pSprite->pal = 0;
pSprite->clipdist = 5;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
pSprite->ang = RandomSize(11);
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = (-256) - RandomSize(10);
pSprite->x = pSetSprite->x;
pSprite->y = pSetSprite->y;
short nSector = pSprite->sectnum;
pSprite->z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetSpriteHeight(nSprite);
pSprite->hitag = nSet;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = 0;
// GrabTimeSlot(3);
pSprite->owner = runlist_AddRunRec(NewRun, nSprite, 0x230000);
}
void AISoul::Tick(RunListEvent* ev)
{
short nSprite = RunData[ev->nRun].nObjIndex;
auto pSprite = &sprite[nSprite];
seq_MoveSequence(nSprite, SeqOffsets[kSeqSet] + 75, 0);
if (pSprite->xrepeat < 32)
{
pSprite->xrepeat++;
pSprite->yrepeat++;
}
pSprite->extra += (nSprite & 0x0F) + 5;
pSprite->extra &= kAngleMask;
int nVel = bcos(pSprite->extra, -7);
if (movesprite(nSprite, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0) & 0x10000)
{
int nSet = pSprite->hitag;
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auto pActor = &SetList[nSet];
int nSetSprite = pActor->nSprite;
auto pSetSprite = &sprite[nSetSprite];
pSprite->cstat = 0;
pSprite->yrepeat = 1;
pSprite->xrepeat = 1;
pSprite->x = pSetSprite->x;
pSprite->y = pSetSprite->y;
pSprite->z = pSetSprite->z - (GetSpriteHeight(nSetSprite) >> 1);
mychangespritesect(nSprite, pSetSprite->sectnum);
return;
}
}
void FuncSoul(int nObject, int nMessage, int nDamage, int nRun)
{
AISoul ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
void AISet::RadialDamage(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
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assert(nSet >= 0 && nSet < (int)SetList.Size());
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auto pActor = &SetList[nSet];
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short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
if (nAction == 5)
{
ev->nDamage = runlist_CheckRadialDamage(nSprite);
// fall through to case 0x80000
}
Damage(ev);
}
void AISet::Damage(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
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auto pActor = &SetList[nSet];
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short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
auto pSprite = &sprite[nSprite];
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if (ev->nDamage && pActor->nHealth > 0)
{
if (nAction != 1)
{
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pActor->nHealth -= dmgAdjust(ev->nDamage);
}
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if (pActor->nHealth <= 0)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->cstat &= 0xFEFE;
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pActor->nHealth = 0;
nCreaturesKilled++;
if (nAction < 10)
{
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pActor->nFrame = 0;
pActor->nAction = 10;
}
}
else if (nAction == 1)
{
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pActor->nAction = 2;
pActor->nFrame = 0;
}
}
}
void AISet::Draw(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
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auto pActor = &SetList[nSet];
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqSet] + SetSeq[nAction].a, pActor->nFrame, SetSeq[nAction].b);
return;
}
void AISet::Tick(RunListEvent* ev)
{
short nSet = RunData[ev->nRun].nObjIndex;
assert(nSet >= 0 && nSet < (int)SetList.Size());
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auto pActor = &SetList[nSet];
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short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
auto pSprite = &sprite[nSprite];
bool bVal = false;
Gravity(nSprite);
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short nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
if (nAction == 3)
{
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if (pActor->nIndex2) {
pActor->nFrame++;
}
}
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pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
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pActor->nFrame = 0;
bVal = true;
}
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short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
short nTarget = pActor->nTarget;
if (nTarget > -1 && nAction < 10)
{
if (!(sprite[nTarget].cstat & 0x101))
{
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pActor->nTarget = -1;
pActor->nAction = 0;
pActor->nFrame = 0;
nTarget = -1;
}
}
int nMov = MoveCreature(nSprite);
pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &pSprite->sectnum, pSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
if (pSprite->zvel > 4000)
{
if (nMov & 0x20000)
{
SetQuake(nSprite, 100);
}
}
switch (nAction)
{
default:
return;
case 0:
{
if ((nSet & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
{
nTarget = FindPlayer(nSprite, 1000);
}
if (nTarget >= 0)
{
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pActor->nAction = 3;
pActor->nFrame = 0;
pActor->nTarget = nTarget;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
}
}
return;
}
case 1:
{
if (FindPlayer(nSprite, 1000) >= 0)
{
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pActor->nCount--;
if (pActor->nCount <= 0)
{
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pActor->nAction = 2;
pActor->nFrame = 0;
}
}
return;
}
case 2:
{
if (bVal)
{
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pActor->nAction = 7;
pActor->nIndex = 0;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
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pActor->nTarget = FindPlayer(nSprite, 1000);
}
return;
}
case 3:
{
if (nTarget != -1)
{
if ((nFlag & 0x10) && (nMov & 0x20000))
{
SetQuake(nSprite, 100);
}
int nCourse = PlotCourseToSprite(nSprite, nTarget);
if ((nSet & 0x1F) == (totalmoves & 0x1F))
{
int nRand = RandomSize(3);
switch (nRand)
{
case 0:
case 2:
{
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pActor->nIndex = 0;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
case 1:
{
PlotCourseToSprite(nSprite, nTarget);
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pActor->nAction = 6;
pActor->nFrame = 0;
pActor->nRun = 5;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
default:
{
if (nCourse <= 100)
{
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pActor->nIndex2 = 0;
}
else
{
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pActor->nIndex2 = 1;
}
break;
}
}
}
// loc_338E2
int nAngle = pSprite->ang & 0xFFF8;
pSprite->xvel = bcos(nAngle, -1);
pSprite->yvel = bsin(nAngle, -1);
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if (pActor->nIndex2)
{
pSprite->xvel *= 2;
pSprite->yvel *= 2;
}
if ((nMov & 0xC000) == 0x8000)
{
short nWall = nMov & 0x3FFF;
short nSector = wall[nWall].nextsector;
if (nSector >= 0)
{
if ((pSprite->z - sector[nSector].floorz) < 55000)
{
if (pSprite->z > sector[nSector].ceilingz)
{
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pActor->nIndex = 1;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
}
}
pSprite->ang = (pSprite->ang + 256) & kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -1);
pSprite->yvel = bsin(pSprite->ang, -1);
break;
}
else if ((nMov & 0xC000) == 0xC000)
{
if (nTarget == (nMov & 0x3FFF))
{
int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (AngleDiff(pSprite->ang, nAng) < 64)
{
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pActor->nAction = 4;
pActor->nFrame = 0;
}
break;
}
else
{
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pActor->nIndex = 1;
pActor->nAction = 7;
pActor->nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
}
break;
}
else
{
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pActor->nAction = 0;
pActor->nFrame = 0;
return;
}
}
case 4:
{
if (nTarget == -1)
{
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pActor->nAction = 0;
pActor->nCount = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
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pActor->nAction = 3;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 5);
}
}
break;
}
case 5:
{
if (bVal)
{
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pActor->nAction = 0;
pActor->nCount = 15;
}
return;
}
case 6:
{
if (nFlag & 0x80)
{
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
int nBullet = BuildBullet(nSprite, 11, 0, 0, -1, pSprite->ang, nTarget + 10000, 1);
SetBulletEnemy(nBullet >> 16, nTarget); // isolate the bullet number (shift off the sprite index)
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pActor->nRun--;
if (pActor->nRun <= 0 || !RandomBit())
{
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pActor->nAction = 0;
pActor->nFrame = 0;
}
}
return;
}
case 7:
{
if (bVal)
{
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if (pActor->nIndex)
{
pSprite->zvel = -10000;
}
else
{
pSprite->zvel = -(PlotCourseToSprite(nSprite, nTarget));
}
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pActor->nAction = 8;
pActor->nFrame = 0;
pSprite->xvel = bcos(pSprite->ang);
pSprite->yvel = bsin(pSprite->ang);
}
return;
}
case 8:
{
if (bVal)
{
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pActor->nFrame = SeqSize[nSeq] - 1;
}
if (nMov & 0x20000)
{
SetQuake(nSprite, 200);
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pActor->nAction = 9;
pActor->nFrame = 0;
}
return;
}
case 9:
{
pSprite->xvel >>= 1;
pSprite->yvel >>= 1;
if (bVal)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
PlotCourseToSprite(nSprite, nTarget);
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pActor->nAction = 6;
pActor->nFrame = 0;
pActor->nRun = 5;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
return;
}
case 10:
{
if (nFlag & 0x80)
{
pSprite->z -= GetSpriteHeight(nSprite);
BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSet, 76, 0));
pSprite->z += GetSpriteHeight(nSprite);
}
if (bVal)
{
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pActor->nAction = 11;
pActor->nFrame = 0;
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runlist_ChangeChannel(pActor->nChannel, 1);
for (int i = 0; i < 20; i++)
{
BuildSoul(nSet);
}
}
return;
}
case 11:
{
pSprite->cstat &= 0xFEFE;
return;
}
}
// loc_33AE3: ?
if (nAction)
{
if (nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101))
{
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pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nCount = 100;
pActor->nTarget = -1;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
}
return;
}
void FuncSet(int nObject, int nMessage, int nDamage, int nRun)
{
AISet ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS