raze/source/games/exhumed/src/ra.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 "player.h"
#include "sequence.h"
#include "input.h"
#include <string.h>
BEGIN_PS_NS
/* bjd - the content of the ra.* files originally resided in gun.c I think... */
RA Ra[kMaxPlayers]; // one Ra for each player
static actionSeq RaSeq[] = {
{2, 1},
{0, 0},
{1, 0},
{2, 0}
};
FSerializer& Serialize(FSerializer& arc, const char* keyname, RA& w, RA* def)
{
if (arc.BeginObject(keyname))
{
arc ("frame", w.nFrame)
("action", w.nAction)
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("sprite", w.pActor)
("target", w.pTarget)
("run", w.nRun)
("ata", w.field_A)
("atc", w.field_C)
("player", w.nPlayer)
.EndObject();
}
return arc;
}
void SerializeRa(FSerializer& arc)
{
arc.Array("ra", Ra, PlayerCount);
}
void FreeRa(short nPlayer)
{
int nRun = Ra[nPlayer].nRun;
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auto pActor = Ra[nPlayer].pActor;
auto pSprite = &pActor->s();
runlist_SubRunRec(nRun);
runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1);
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DeleteActor(pActor);
}
void BuildRa(short nPlayer)
{
short nPlayerSprite = PlayerList[nPlayer].nSprite;
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auto pActor = insertActor(sprite[nPlayerSprite].sectnum, 203);
auto pSprite = &pActor->s();
pSprite->cstat = 0x8000;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->extra = -1;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->hitag = 0;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nPlayer, 0x210000);
pSprite->pal = 1;
pSprite->xrepeat = 64;
pSprite->yrepeat = 64;
pSprite->x = sprite[nPlayerSprite].x;
pSprite->y = sprite[nPlayerSprite].y;
pSprite->z = sprite[nPlayerSprite].z;
// GrabTimeSlot(3);
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Ra[nPlayer].pActor = pActor;
Ra[nPlayer].nRun = runlist_AddRunRec(NewRun, nPlayer, 0x210000);
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Ra[nPlayer].pTarget = nullptr;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].field_C = 0;
Ra[nPlayer].nPlayer = nPlayer;
}
void InitRa()
{
memset(Ra, 0, sizeof(RA) * kMaxPlayers);
}
void MoveRaToEnemy(short nPlayer)
{
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auto pTarget = Ra[nPlayer].pTarget;
auto pActor = Ra[nPlayer].pActor;
short nAction = Ra[nPlayer].nAction;
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auto pSprite = &pActor->s();
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if (pTarget)
{
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auto pTargSprite = &pTarget->s();
if (!(pTargSprite->cstat & 0x101) || pTargSprite->sectnum == MAXSECTORS)
{
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Ra[nPlayer].pTarget = nullptr;
if (nAction == 0 || nAction == 3) {
return;
}
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
else
{
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if (pSprite->sectnum != pTargSprite->sectnum) {
ChangeActorSect(pActor, pTargSprite->sectnum);
}
}
}
else
{
if (nAction == 1 || nAction == 2)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
if (nAction) {
return;
}
pSprite->cstat = 0x8000;
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pTarget = PlayerList[nPlayer].Actor();
}
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auto pTargSprite = &pTarget->s();
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pSprite->x = pTargSprite->x;
pSprite->y = pTargSprite->y;
pSprite->z = pTargSprite->z - GetActorHeight(pTarget);
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if (pSprite->sectnum != pTargSprite->sectnum) {
ChangeActorSect(pActor, pTargSprite->sectnum);
}
}
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void AIRa::Tick(RunListEvent* ev)
{
short nPlayer = RunData[ev->nRun].nObjIndex;
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
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auto pActor = Ra[nPlayer].pActor;
auto pSprite = &pActor->s();
bool bVal = false;
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Ra[nPlayer].pTarget = sPlayerInput[nPlayer].nTarget <= -1? nullptr : &exhumedActors[sPlayerInput[nPlayer].nTarget] ;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, Ra[nPlayer].nFrame);
if (Ra[nPlayer].nAction)
{
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seq_MoveSequence(pActor, nSeq, Ra[nPlayer].nFrame);
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Ra[nPlayer].nFrame++;
if (Ra[nPlayer].nFrame >= SeqSize[nSeq])
{
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Ra[nPlayer].nFrame = 0;
bVal = true;
}
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}
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switch (Ra[nPlayer].nAction)
{
case 0:
{
MoveRaToEnemy(nPlayer);
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if (!Ra[nPlayer].field_C || Ra[nPlayer].pTarget == nullptr)
{
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pSprite->cstat = 0x8000;
}
else
{
pSprite->cstat &= 0x7FFF;
Ra[nPlayer].nAction = 1;
Ra[nPlayer].nFrame = 0;
}
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return;
}
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case 1:
{
if (!Ra[nPlayer].field_C)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (bVal) {
Ra[nPlayer].nAction = 2;
}
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MoveRaToEnemy(nPlayer);
}
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return;
}
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case 2:
{
MoveRaToEnemy(nPlayer);
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if (nCurrentWeapon != kWeaponRing)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
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if (Ra[nPlayer].nFrame || Ra[nPlayer].pTarget == nullptr)
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{
if (!bVal) {
return;
}
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Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
{
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runlist_DamageEnemy(Ra[nPlayer].pTarget, PlayerList[Ra[nPlayer].nPlayer].Actor(), BulletInfo[kWeaponRing].nDamage);
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AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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SetQuake(pActor, 100);
}
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else
{
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Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
SelectNewWeapon(nPlayer);
}
}
}
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return;
}
case 3:
{
if (bVal)
{
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pSprite->cstat |= 0x8000;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].field_C = 0;
}
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return;
}
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default:
return;
}
}
void AIRa::Draw(RunListEvent* ev)
{
short nPlayer = RunData[ev->nRun].nObjIndex;
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short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
seq_PlotSequence(ev->nParam, nSeq, Ra[nPlayer].nFrame, 1);
mytsprite[ev->nParam].owner = -1;
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}
void FuncRa(int nObject, int nMessage, int nDamage, int nRun)
{
AIRa ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
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END_PS_NS