raze/source/exhumed/src/ra.cpp

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#include "ra.h"
#include "runlist.h"
#include "engine.h"
#include "exhumed.h"
#include "player.h"
#include "move.h"
#include "sequence.h"
#include "input.h"
#include "gun.h"
#include "bullet.h"
#include <string.h>
/* bjd - the content of the ra.* files originally resided in gun.c I think... */
//#define kMaxRA 8
RA Ra[kMaxPlayers]; // one Ra for each player
short RaCount;
static actionSeq ActionSeq[] = {
{2, 1}, {0, 0}, {1, 0}, {2, 0}
};
void FreeRa(short nPlayer)
{
int nRun = Ra[nPlayer].field_4;
int nSprite = Ra[nPlayer].nSprite;
runlist_SubRunRec(nRun);
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_FreeRun(sprite[nSprite].lotag - 1);
mydeletesprite(nSprite);
}
int BuildRa(short nPlayer)
{
short nPlayerSprite = PlayerList[nPlayer].nSprite;
int nSprite = insertsprite(sprite[nPlayerSprite].sectnum, 203);
sprite[nSprite].cstat = 0x8000;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].extra = -1;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].hitag = 0;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nPlayer | 0x210000);
sprite[nSprite].pal = 1;
sprite[nSprite].xrepeat = 64;
sprite[nSprite].yrepeat = 64;
sprite[nSprite].x = sprite[nPlayerSprite].x;
sprite[nSprite].y = sprite[nPlayerSprite].y;
sprite[nSprite].z = sprite[nPlayerSprite].z;
// GrabTimeSlot(3);
Ra[nPlayer].nSprite = nSprite;
Ra[nPlayer].field_4 = runlist_AddRunRec(NewRun, nPlayer | 0x210000);
Ra[nPlayer].nTarget = -1;
Ra[nPlayer].field_2 = 0;
Ra[nPlayer].field_0 = 0;
Ra[nPlayer].field_C = 0;
Ra[nPlayer].field_E = nPlayer;
return nPlayer | 0x210000;
}
void InitRa()
{
RaCount = 0;
memset(Ra, 0, sizeof(RA) * kMaxPlayers);
}
void MoveRaToEnemy(short nPlayer)
{
short nTarget = Ra[nPlayer].nTarget;
short nSprite = Ra[nPlayer].nSprite;
short field_0 = Ra[nPlayer].field_0;
if (nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101) || sprite[nTarget].sectnum == kMaxSectors)
{
Ra[nPlayer].nTarget = -1;
if (!field_0 || field_0 == 3) {
return;
}
Ra[nPlayer].field_0 = 3;
Ra[nPlayer].field_2 = 0;
return;
}
else
{
if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
mychangespritesect(nSprite, sprite[nTarget].sectnum);
}
}
}
else
{
if (field_0 == 1 || field_0 == 2)
{
Ra[nPlayer].field_0 = 3;
Ra[nPlayer].field_2 = 0;
return;
}
if (field_0) {
return;
}
sprite[nSprite].cstat = 0x8000;
nTarget = PlayerList[nPlayer].nSprite;
}
sprite[nSprite].x = sprite[nTarget].x;
sprite[nSprite].y = sprite[nTarget].y;
sprite[nSprite].z = sprite[nTarget].z - GetSpriteHeight(nTarget);
if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
mychangespritesect(nSprite, sprite[nTarget].sectnum);
}
}
void FuncRa(int a, int nDamage, int nRun)
{
short nPlayer = RunData[nRun].nVal;
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
int var_14 = 0;
short edx = SeqOffsets[kSeqEyeHit] + ActionSeq[Ra[nPlayer].field_0].a;
short nSprite = Ra[nPlayer].nSprite;
int nMessage = a & 0x7F0000;
switch (nMessage)
{
default:
{
DebugOut("unknown msg %d for Ra\n", a & 0x7F0000);
return;
}
case 0x30000:
case 0xA0000:
return;
case 0x20000:
{
Ra[nPlayer].nTarget = sPlayerInput[nPlayer].nTarget;
sprite[nSprite].picnum = seq_GetSeqPicnum2(edx, Ra[nPlayer].field_2);
if (Ra[nPlayer].field_0)
{
seq_MoveSequence(nSprite, edx, Ra[nPlayer].field_2);
Ra[nPlayer].field_2++;
if (Ra[nPlayer].field_2 >= SeqSize[edx])
{
Ra[nPlayer].field_2 = 0;
var_14 = 1;
}
}
switch (Ra[nPlayer].field_0)
{
case 0:
{
MoveRaToEnemy(nPlayer);
if (!Ra[nPlayer].field_C || Ra[nPlayer].nTarget <= -1)
{
sprite[nSprite].cstat = 0x8000;
}
else
{
sprite[nSprite].cstat &= 0x7FFF;
Ra[nPlayer].field_0 = 1;
Ra[nPlayer].field_2 = 0;
}
return;
}
case 1:
{
if (!Ra[nPlayer].field_C)
{
Ra[nPlayer].field_0 = 3;
Ra[nPlayer].field_2 = 0;
}
else
{
if (var_14) {
Ra[nPlayer].field_0 = 2;
}
MoveRaToEnemy(nPlayer);
}
return;
}
case 2:
{
MoveRaToEnemy(nPlayer);
if (nCurrentWeapon != kWeaponRing)
{
Ra[nPlayer].field_0 = 3;
Ra[nPlayer].field_2 = 0;
}
else
{
if (Ra[nPlayer].field_2 || Ra[nPlayer].nTarget <= -1)
{
if (!var_14) {
return;
}
Ra[nPlayer].field_0 = 3;
Ra[nPlayer].field_2 = 0;
}
else
{
if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
{
runlist_DamageEnemy(Ra[nPlayer].nTarget, PlayerList[Ra[nPlayer].field_E].nSprite, BulletInfo[kWeaponRing].nDamage);
AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
SetQuake(nSprite, 100);
}
else
{
Ra[nPlayer].field_0 = 3;
Ra[nPlayer].field_2 = 0;
SelectNewWeapon(nPlayer);
}
}
}
return;
}
case 3:
{
if (var_14)
{
sprite[nSprite].cstat |= 0x8000;
Ra[nPlayer].field_0 = 0;
Ra[nPlayer].field_2 = 0;
Ra[nPlayer].field_C = 0;
}
return;
}
default:
return;
}
}
case 0x90000:
{
short nSprite2 = a & 0xFFFF;
seq_PlotSequence(nSprite2, edx, Ra[nPlayer].field_2, 1);
tsprite[nSprite2].owner = -1;
return;
}
}
}