raze/source/exhumed/src/snake.cpp
sirlemonhead efaefff3d0 PCExhumed: Misc code tidying. Changed cases in runlist_ProcessSectorTag() to match editor tag numbers,
consolidated duplicate code in runlist_ProcessWallTag(), renamed ActiveSound struct vars etc.

# Conflicts:
#	source/exhumed/src/cd.cpp
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/fish.cpp
#	source/exhumed/src/grenade.cpp
#	source/exhumed/src/mummy.cpp
#	source/exhumed/src/sound.cpp
2020-02-05 18:00:40 +01:00

434 lines
12 KiB
C++

//-------------------------------------------------------------------------
/*
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 "engine.h"
#include "exhumed.h"
#include "snake.h"
#include "status.h"
#include "player.h"
#include "runlist.h"
#include "sequence.h"
#include "bullet.h"
#include "ps_input.h"
#include "anims.h"
#include "lighting.h"
#include "sound.h"
#include "move.h"
#include "trigdat.h"
#include "gun.h"
#include <string.h>
#include <assert.h>
BEGIN_PS_NS
#define kMaxSnakes 50
int nSnakeCount = 0;
int nSnakesFree;
short SnakeFree[kMaxSnakes];
short nPlayerSnake[kMaxPlayers];
Snake SnakeList[kMaxSnakes];
short nSnakePlayer[kMaxSnakes];
static SavegameHelper sgh("snake",
SV(nSnakeCount),
SV(nSnakesFree),
SA(SnakeFree),
SA(nPlayerSnake),
SA(SnakeList),
SA(nSnakePlayer),
nullptr);
void InitSnakes()
{
nSnakeCount = 0;
for (int i = 0; i < kMaxSnakes; i++) {
SnakeFree[i] = i;
}
nSnakesFree = kMaxSnakes;
memset(nPlayerSnake, 0, sizeof(nPlayerSnake));
}
short GrabSnake()
{
nSnakesFree--;
return SnakeFree[nSnakesFree];
}
void DestroySnake(int nSnake)
{
short nRun = SnakeList[nSnake].nRun;
runlist_SubRunRec(nRun);
for (int i = 0; i < kSnakeSprites; i++)
{
short nSprite = SnakeList[nSnake].nSprites[i];
runlist_DoSubRunRec(sprite[nSprite].lotag - 1);
runlist_DoSubRunRec(sprite[nSprite].owner);
mydeletesprite(nSprite);
}
SnakeFree[nSnakesFree] = nSnake;
nSnakesFree++;
if (nSnake == nSnakeCam)
{
nSnakeCam = -1;
if (!bFullScreen) {
RefreshStatus();
}
}
}
void ExplodeSnakeSprite(int nSprite, short nPlayer)
{
short nDamage = BulletInfo[kWeaponStaff].nDamage;
if (nPlayerDouble[nPlayer] > 0) {
nDamage *= 2;
}
// take a copy of this, to revert after call to runlist_RadialDamageEnemy()
short nOwner = sprite[nSprite].owner;
sprite[nSprite].owner = PlayerList[nPlayer].nSprite;
runlist_RadialDamageEnemy(nSprite, nDamage, BulletInfo[kWeaponStaff].nRadius);
sprite[nSprite].owner = nOwner;
BuildAnim(-1, 23, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 40, 4);
AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, 128);
StopSpriteSound(nSprite);
}
int BuildSnake(short nPlayer, short zVal)
{
if (!nSnakesFree)
return -1;
zVal -= 1280;
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nViewSect = nPlayerViewSect[nPlayer];
short nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0);
int x = sprite[nPlayerSprite].x;
int y = sprite[nPlayerSprite].y;
int z = (sprite[nPlayerSprite].z + zVal) - 2560;
short nAngle = sprite[nPlayerSprite].ang;
short hitsect, hitsprite;
int hitx, hity, hitz;
short nSprite;
vec3_t pos = { x, y, z };
hitdata_t hitData;
hitscan(&pos, sprite[nPlayerSprite].sectnum, Cos(nAngle), Sin(nAngle), 0, &hitData, CLIPMASK1);
hitx = hitData.pos.x;
hity = hitData.pos.y;
hitz = hitData.pos.z;
hitsect = hitData.sect;
hitsprite = hitData.sprite;
int nSqrt = ksqrt(((hity - y) * (hity - y)) + ((hitx - x) * (hitx - x)));
if (nSqrt < (sintable[512] >> 4))
{
BackUpBullet(&hitx, &hity, nAngle);
nSprite = insertsprite(hitsect, 202);
sprite[nSprite].x = hitx;
sprite[nSprite].y = hity;
sprite[nSprite].z = hitz;
ExplodeSnakeSprite(nSprite, nPlayer);
mydeletesprite(nSprite);
return -1;
}
else
{
short nTarget;
if (hitsprite >= 0 && sprite[hitsprite].statnum >= 90 && sprite[hitsprite].statnum <= 199) {
nTarget = hitsprite;
}
else {
nTarget = sPlayerInput[nPlayer].nTarget;
}
short nSnake = GrabSnake();
// GrabTimeSlot(3);
short var_24;
for (int i = 0; i < kSnakeSprites; i++)
{
nSprite = insertsprite(nViewSect, 202);
assert(nSprite >= 0 && nSprite < kMaxSprites);
sprite[nSprite].owner = nPlayerSprite;
sprite[nSprite].picnum = nPic;
if (i == 0)
{
sprite[nSprite].x = sprite[nPlayerSprite].x;
sprite[nSprite].y = sprite[nPlayerSprite].y;
sprite[nSprite].z = sprite[nPlayerSprite].z + zVal;
sprite[nSprite].xrepeat = 32;
sprite[nSprite].yrepeat = 32;
nViewSect = sprite[nSprite].sectnum;
var_24 = nSprite;
}
else
{
sprite[nSprite].x = sprite[var_24].x;
sprite[nSprite].y = sprite[var_24].y;
sprite[nSprite].z = sprite[var_24].z;
sprite[nSprite].xrepeat = 40 - 3*i;
sprite[nSprite].yrepeat = 40 - 3*i;
}
sprite[nSprite].clipdist = 10;
sprite[nSprite].cstat = 0;
sprite[nSprite].shade = -64;
sprite[nSprite].pal = 0;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].ang = sprite[nPlayerSprite].ang;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].hitag = 0;
sprite[nSprite].extra = -1;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
SnakeList[nSnake].nSprites[i] = nSprite;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, ((nSnake << 8) | i) | 0x110000);
}
SnakeList[nSnake].nRun = runlist_AddRunRec(NewRun, nSnake | 0x110000);
SnakeList[nSnake].c[1] = 2;
SnakeList[nSnake].c[5] = 5;
SnakeList[nSnake].c[2] = 4;
SnakeList[nSnake].c[3] = 6;
SnakeList[nSnake].c[4] = 7;
SnakeList[nSnake].c[6] = 6;
SnakeList[nSnake].c[7] = 7;
SnakeList[nSnake].nEnemy = nTarget;
SnakeList[nSnake].sC = 1200;
SnakeList[nSnake].sE = 0;
nSnakePlayer[nSnake] = nPlayer;
nPlayerSnake[nPlayer] = nSnake;
if (bSnakeCam)
{
if (nSnakeCam < 0) {
nSnakeCam = nSnake;
}
}
D3PlayFX(StaticSound[kSound6], var_24);
}
return nSprite;
}
int FindSnakeEnemy(short nSnake)
{
short nPlayer = nSnakePlayer[nSnake];
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nSprite = SnakeList[nSnake].nSprites[0]; // CHECKME
short nAngle = sprite[nSprite].ang;
short nSector = sprite[nSprite].sectnum;
int esi = 2048;
int nEnemy = -1;
for (int i = headspritesect[nSector]; i >= 0; i = nextspritesect[i])
{
if (sprite[i].statnum >= 90 && sprite[i].statnum < 150 && (sprite[i].cstat & 0x101))
{
if (i != nPlayerSprite && !(sprite[i].cstat & 0x8000))
{
int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask;
if (nAngle2 < esi)
{
nEnemy = i;
esi = nAngle2;
}
}
}
}
if (nEnemy != -1)
{
SnakeList[nSnake].nEnemy = nEnemy;
}
else
{
SnakeList[nSnake].nEnemy--;
if (SnakeList[nSnake].nEnemy < -25)
{
nEnemy = nPlayerSprite;
SnakeList[nSnake].nEnemy = nPlayerSprite;
}
}
return nEnemy;
}
void FuncSnake(int a, int UNUSED(nDamage), int nRun)
{
int nMessage = a & 0x7F0000;
switch (nMessage)
{
case 0x20000:
{
short nSnake = RunData[nRun].nVal;
assert(nSnake >= 0 && nSnake < kMaxSnakes);
short nSprite = SnakeList[nSnake].nSprites[0];
seq_MoveSequence(nSprite, SeqOffsets[kSeqSnakehed], 0);
short nEnemySprite = SnakeList[nSnake].nEnemy;
int nMov;
int zVal;
if (nEnemySprite < 0)
{
SEARCH_ENEMY:
nMov = movesprite(nSprite,
600 * Cos(sprite[nSprite].ang),
600 * Sin(sprite[nSprite].ang),
Sin(SnakeList[nSnake].sE) >> 5,
0, 0, CLIPMASK1);
FindSnakeEnemy(nSnake);
zVal = 0;
}
else
{
if (!(sprite[nEnemySprite].cstat&0x101))
{
SnakeList[nSnake].nEnemy = -1;
goto SEARCH_ENEMY;
}
zVal = sprite[nSprite].z;
nMov = AngleChase(nSprite, nEnemySprite, 1200, SnakeList[nSnake].sE, 32);
zVal = sprite[nSprite].z - zVal;
}
if (nMov)
{
short nPlayer = nSnakePlayer[nSnake];
ExplodeSnakeSprite(SnakeList[nSnake].nSprites[0], nPlayer);
nPlayerSnake[nPlayer] = -1;
nSnakePlayer[nSnake] = -1;
DestroySnake(nSnake);
}
else
{
short nAngle = sprite[nSprite].ang;
int var_30 = -(64 * Cos(nAngle));
int var_34 = -(64 * Sin(nAngle));
int var_20 = SnakeList[nSnake].sE;
SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
int var_28 = (nAngle + 512) & kAngleMask;
short nSector = sprite[nSprite].sectnum;
int x = sprite[nSprite].x;
int y = sprite[nSprite].y;
int z = sprite[nSprite].z;
for (int i = 7; i > 0; i--)
{
int nSprite2 = SnakeList[nSnake].nSprites[i];
sprite[nSprite2].ang = nAngle;
sprite[nSprite2].x = x;
sprite[nSprite2].y = y;
sprite[nSprite2].z = z;
mychangespritesect(nSprite2, nSector);
int eax = (Sin(var_20) * SnakeList[nSnake].c[i]) >> 9;
movesprite(nSprite2, var_30 + var_30 * i + eax * Cos(var_28), var_30 + var_34 * i + eax * Sin(var_28),
-zVal*(i-1), 0, 0, CLIPMASK1);
var_20 = (var_20 + 128) & kAngleMask;
}
}
break;
}
case 0x90000:
{
short nSnake = RunData[nRun].nVal;
short nSprite = a & 0xFFFF;
if ((nSnake & 0xFF) == 0) {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakehed], 0, 0);
}
else {
seq_PlotSequence(nSprite, SeqOffsets[kSeqSnakBody], 0, 0);
}
tsprite[nSprite].owner = -1;
break;
}
case 0xA0000:
{
break;
}
default:
{
Printf("unknown msg %x for bullet\n", a & 0x7F0000);
break;
}
}
}
END_PS_NS