raze/source/games/exhumed/src/rat.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 "sequence.h"
#include "view.h"
#include "exhumed.h"
#include <assert.h>
BEGIN_PS_NS
short nMinChunk;
short nPlayerPic;
short nMaxChunk;
struct Rat
{
short nFrame;
short nAction;
short nSprite;
short nRun;
short nTarget;
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short nCount;
short nIndex;
};
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TArray<Rat> RatList;
static actionSeq RatSeq[] = {
{0, 1},
{1, 0},
{1, 0},
{9, 1},
{0, 1}
};
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Rat& w, Rat* def)
{
if (arc.BeginObject(keyname))
{
arc("run", w.nRun)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("count", w.nCount)
("index", w.nIndex)
.EndObject();
}
return arc;
}
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void SerializeRat(FSerializer& arc)
{
if (arc.BeginObject("rat"))
{
arc("minchunk", nMinChunk)
("maxchunk", nMaxChunk)
("playerpic", nPlayerPic)
("list", RatList)
.EndObject();
}
}
void InitRats()
{
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RatList.Clear();
nMinChunk = 9999;
nMaxChunk = -1;
for (int i = 122; i <= 131; i++)
{
int nPic = seq_GetSeqPicnum(kSeqJoe, i, 0);
if (nPic < nMinChunk)
nMinChunk = nPic;
if (nPic > nMaxChunk)
nMaxChunk = nPic;
}
nPlayerPic = seq_GetSeqPicnum(kSeqJoe, 120, 0);
}
void SetRatVel(short nSprite)
{
auto pSprite = &sprite[nSprite];
pSprite->xvel = bcos(pSprite->ang, -2);
pSprite->yvel = bsin(pSprite->ang, -2);
}
void BuildRat(short nSprite, int x, int y, int z, short nSector, int nAngle)
{
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auto nRat = RatList.Reserve(1);
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auto pActor = &RatList[nRat];
auto pSprite = &sprite[nSprite];
if (nSprite < 0)
{
nSprite = insertsprite(nSector, 108);
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite = &sprite[nSprite];
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
}
else
{
nAngle = pSprite->ang;
changespritestat(nSprite, 108);
}
pSprite->cstat = 0x101;
pSprite->shade = -12;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = 1;
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
pSprite->clipdist = 30;
pSprite->ang = nAngle;
pSprite->xrepeat = 50;
pSprite->yrepeat = 50;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->hitag = 0;
pSprite->extra = -1;
if (nAngle >= 0) {
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pActor->nAction = 2;
}
else {
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pActor->nAction = 4;
}
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pActor->nFrame = 0;
pActor->nSprite = nSprite;
pActor->nTarget = -1;
pActor->nCount = RandomSize(5);
pActor->nIndex = RandomSize(3);
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nRat, 0x240000);
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pActor->nRun = runlist_AddRunRec(NewRun, nRat, 0x240000);
}
int FindFood(short nSprite)
{
auto pSprite = &sprite[nSprite];
short nSector = pSprite->sectnum;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int z2 = (z + sector[nSector].ceilingz) / 2;
if (nChunkTotal)
{
auto pActor2 = nChunkSprite[RandomSize(7) % nChunkTotal];
if (pActor2 != nullptr)
{
auto pSprite2 = &pActor2->s();
if (cansee(x, y, z2, nSector, pSprite2->x, pSprite2->y, pSprite2->z, pSprite2->sectnum)) {
return pActor2->GetSpriteIndex();
}
}
}
if (!nBodyTotal) {
return -1;
}
auto pActor2 = nBodySprite[RandomSize(7) % nBodyTotal];
if (pActor2 != nullptr)
{
auto pSprite2 = &pActor2->s();
if (nPlayerPic == pSprite2->picnum)
{
if (cansee(x, y, z, nSector, pSprite2->x, pSprite2->y, pSprite2->z, pSprite2->sectnum)) {
return pActor2->GetSpriteIndex();
}
}
}
return -1;
}
void AIRat::RadialDamage(RunListEvent* ev)
{
short nRat = RunData[ev->nRun].nObjIndex;
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auto pActor = &RatList[nRat];
short nSprite = pActor->nSprite;
ev->nDamage = runlist_CheckRadialDamage(nSprite);
Damage(ev);
}
void AIRat::Damage(RunListEvent* ev)
{
short nRat = RunData[ev->nRun].nObjIndex;
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auto pActor = &RatList[nRat];
short nSprite = pActor->nSprite;
auto pSprite = &sprite[nSprite];
if (ev->nDamage)
{
pSprite->cstat = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
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pActor->nAction = 3;
pActor->nFrame = 0;
}
return;
}
void AIRat::Draw(RunListEvent* ev)
{
short nRat = RunData[ev->nRun].nObjIndex;
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auto pActor = &RatList[nRat];
short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqRat] + RatSeq[nAction].a, pActor->nFrame, RatSeq[nAction].b);
}
void AIRat::Tick(RunListEvent* ev)
{
short nRat = RunData[ev->nRun].nObjIndex;
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auto pActor = &RatList[nRat];
short nSprite = pActor->nSprite;
short nAction = pActor->nAction;
auto pSprite = &sprite[nSprite];
bool bVal = false;
int nSeq = SeqOffsets[kSeqRat] + RatSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq])
{
bVal = true;
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pActor->nFrame = 0;
}
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short nTarget = pActor->nTarget;
Gravity(nSprite);
switch (nAction)
{
default:
return;
case 0:
{
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pActor->nCount--;
if (pActor->nCount > 0) {
return;
}
int xVal = abs(pSprite->x - sprite[nTarget].x);
int yVal = abs(pSprite->y - sprite[nTarget].y);
if (xVal > 50 || yVal > 50)
{
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pActor->nAction = 2;
pActor->nFrame = 0;
pActor->nTarget = -1;
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
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pActor->nFrame ^= 1;
pActor->nCount = RandomSize(5) + 4;
pActor->nIndex--;
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if (pActor->nIndex <= 0)
{
short nFoodSprite = FindFood(nSprite);
if (nFoodSprite == -1) {
return;
}
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pActor->nTarget = nFoodSprite;
PlotCourseToSprite(nSprite, nFoodSprite);
SetRatVel(nSprite);
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pActor->nAction = 1;
pActor->nIndex = 900;
pActor->nFrame = 0;
}
return;
}
case 1:
{
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pActor->nIndex--;
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if (pActor->nIndex <= 0)
{
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pActor->nAction = 2;
pActor->nFrame = 0;
pActor->nTarget = -1;
pSprite->xvel = 0;
pSprite->yvel = 0;
}
MoveCreature(nSprite);
int xVal = abs(pSprite->x - sprite[nTarget].x);
int yVal = abs(pSprite->y - sprite[nTarget].y);
if (xVal >= 50 || yVal >= 50)
{
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pActor->nCount--;
if (pActor->nCount < 0)
{
PlotCourseToSprite(nSprite, nTarget);
SetRatVel(nSprite);
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pActor->nCount = 32;
}
return;
}
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pActor->nAction = 0;
pActor->nFrame = 0;
pActor->nIndex = RandomSize(3);
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
case 2:
{
if (pSprite->xvel || pSprite->yvel || pSprite->zvel) {
MoveCreature(nSprite);
}
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pActor->nCount--;
if (pActor->nCount <= 0)
{
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pActor->nTarget = FindFood(nSprite);
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if (pActor->nTarget <= -1)
{
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pActor->nCount = RandomSize(6);
if (pSprite->xvel || pSprite->yvel)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
return;
}
pSprite->ang = RandomSize(11);
SetRatVel(nSprite);
return;
}
else
{
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PlotCourseToSprite(nSprite, pActor->nTarget);
SetRatVel(nSprite);
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pActor->nAction = 1;
pActor->nIndex = 900;
pActor->nFrame = 0;
return;
}
}
return;
}
case 3:
{
if (bVal)
{
runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1);
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runlist_SubRunRec(pActor->nRun);
pSprite->cstat = 0x8000;
mydeletesprite(nSprite);
}
return;
}
}
}
void FuncRat(int nObject, int nMessage, int nDamage, int nRun)
{
AIRat ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS