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602 lines
20 KiB
C++
602 lines
20 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "sequence.h"
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#include "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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#define kMaxLions 40
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short LionCount = -1;
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short MoveHook[kMaxLions];
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static actionSeq ActionSeq[] = {
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{54, 1},
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{18, 0},
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{0, 0},
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{10, 0},
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{44, 0},
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{18, 0},
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{26, 0},
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{34, 0},
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{8, 1},
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{9, 1},
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{52, 1},
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{53, 1}
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};
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struct Lion
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{
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short nHealth;
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short nFrame;
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short nAction;
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short nSprite;
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short nTarget;
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short _f;
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short _g;
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};
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Lion LionList[kMaxLions];
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static SavegameHelper sgh("lion",
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SV(LionCount),
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SA(MoveHook),
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SA(LionList),
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nullptr);
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void InitLion()
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{
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LionCount = kMaxLions;
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}
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int BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
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{
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LionCount--;
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short nLion = LionCount;
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if (LionCount < 0) {
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return -1;
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}
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if (nSprite == -1)
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{
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nSprite = insertsprite(nSector, 104);
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}
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else
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{
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changespritestat(nSprite, 104);
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x = sprite[nSprite].x;
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y = sprite[nSprite].y;
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z = sector[sprite[nSprite].sectnum].floorz;
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nAngle = sprite[nSprite].ang;
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}
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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sprite[nSprite].z = z;
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sprite[nSprite].cstat = 0x101;
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sprite[nSprite].clipdist = 60;
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sprite[nSprite].shade = -12;
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sprite[nSprite].xrepeat = 40;
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sprite[nSprite].yrepeat = 40;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].ang = nAngle;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].extra = -1;
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// GrabTimeSlot(3);
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LionList[nLion].nAction = 0;
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LionList[nLion].nHealth = 500;
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LionList[nLion].nFrame = 0;
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LionList[nLion].nSprite = nSprite;
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LionList[nLion].nTarget = -1;
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LionList[nLion]._g = 0;
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LionList[nLion]._f = nLion;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nLion | 0x130000);
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MoveHook[nLion] = runlist_AddRunRec(NewRun, nLion | 0x130000);
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nCreaturesTotal++;
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return nLion | 0x130000;
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}
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void FuncLion(int a, int nDamage, int nRun)
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{
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short nLion = RunData[nRun].nVal;
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assert(nLion >= 0 && nLion < kMaxLions);
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short nSprite = LionList[nLion].nSprite;
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short nAction = LionList[nLion].nAction;
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bool bVal = false;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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default:
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{
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Printf("unknown msg %d for Lion\n", nMessage);
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return;
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}
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case 0x90000:
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{
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seq_PlotSequence(a, SeqOffsets[kSeqLion] + ActionSeq[nAction].a, LionList[nLion].nFrame, ActionSeq[nAction].b);
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return;
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}
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case 0xA0000:
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{
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nDamage = runlist_CheckRadialDamage(nSprite);
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// now fall through to 0x80000
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fallthrough__;
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}
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case 0x80000:
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{
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if (nDamage && LionList[nLion].nHealth > 0)
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{
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LionList[nLion].nHealth -= nDamage;
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if (LionList[nLion].nHealth <= 0)
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{
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// R.I.P.
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].cstat &= 0xFEFE;
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LionList[nLion].nHealth = 0;
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nCreaturesKilled++;
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if (nAction < 10)
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{
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DropMagic(nSprite);
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if (nMessage == 0xA0000) {
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LionList[nLion].nAction = 11;
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}
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else
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{
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LionList[nLion].nAction = 10;
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}
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LionList[nLion].nFrame = 0;
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return;
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}
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}
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else
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{
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short nTarget = a & 0xFFFF;
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if (nTarget > -1)
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{
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if (sprite[nTarget].statnum < 199) {
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LionList[nLion].nTarget = nTarget;
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}
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if (nAction != 6)
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{
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if (RandomSize(8) <= (LionList[nLion].nHealth >> 2))
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{
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LionList[nLion].nAction = 4;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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else if (RandomSize(1))
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{
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PlotCourseToSprite(nSprite, nTarget);
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LionList[nLion].nAction = 5;
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LionList[nLion]._g = RandomSize(3);
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sprite[nSprite].ang = (sprite[nSprite].ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
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}
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else
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{
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LionList[nLion].nAction = 8;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].cstat &= 0xFEFE;
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}
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LionList[nLion].nFrame = 0;
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}
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}
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}
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}
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return;
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}
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case 0x20000:
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{
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if (nAction != 7) {
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Gravity(nSprite);
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}
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short nSeq = SeqOffsets[kSeqLion] + ActionSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame);
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seq_MoveSequence(nSprite, nSeq, LionList[nLion].nFrame);
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LionList[nLion].nFrame++;
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if (LionList[nLion].nFrame >= SeqSize[nSeq])
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{
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LionList[nLion].nFrame = 0;
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bVal = true;
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}
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short nFlag = FrameFlag[SeqBase[nSeq] + LionList[nLion].nFrame];
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short nTarget = LionList[nLion].nTarget;
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int nMov = MoveCreatureWithCaution(nSprite);
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switch (nAction)
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{
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default:
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return;
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case 0:
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case 1:
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{
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if ((LionList[nLion]._f & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0)
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{
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nTarget = FindPlayer(nSprite, 40);
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if (nTarget >= 0)
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{
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D3PlayFX(StaticSound[kSound24], nSprite);
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LionList[nLion].nAction = 2;
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LionList[nLion].nFrame = 0;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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LionList[nLion].nTarget = nTarget;
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return;
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}
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}
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}
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if (nAction)
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{
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LionList[nLion]._g--;
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if (LionList[nLion]._g <= 0)
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{
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if (RandomBit())
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{
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sprite[nSprite].ang = RandomWord() & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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}
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else
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{
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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LionList[nLion]._g = 100;
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}
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}
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return;
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}
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case 2:
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{
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if ((totalmoves & 0x1F) == (LionList[nLion]._f & 0x1F))
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{
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PlotCourseToSprite(nSprite, nTarget);
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int nAng = sprite[nSprite].ang & 0xFFF8;
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if (sprite[nSprite].cstat & 0x8000)
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{
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sprite[nSprite].xvel = Cos(nAng) * 2;
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sprite[nSprite].yvel = Sin(nAng) * 2;
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}
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else
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{
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sprite[nSprite].xvel = Cos(nAng) >> 1;
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sprite[nSprite].yvel = Sin(nAng) >> 1;
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}
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}
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if ((nMov & 0xC000) < 0x8000)
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{
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break;
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}
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else if ((nMov & 0xC000) == 0x8000)
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{
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// loc_378FA:
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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break;
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}
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else if ((nMov & 0xC000) == 0xC000)
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{
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if ((nMov & 0x3FFF) == nTarget)
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{
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if (sprite[nSprite].cstat & 0x8000)
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{
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LionList[nLion].nAction = 9;
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sprite[nSprite].cstat &= 0x7FFF;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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else
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{
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int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
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if (AngleDiff(sprite[nSprite].ang, nAng) < 64)
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{
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LionList[nLion].nAction = 3;
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}
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}
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LionList[nLion].nFrame = 0;
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break;
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}
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else
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{
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// loc_378FA:
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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break;
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}
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}
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break;
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}
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case 3:
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{
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if (nTarget == -1)
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{
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LionList[nLion].nAction = 1;
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LionList[nLion]._g = 50;
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}
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else
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{
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if (PlotCourseToSprite(nSprite, nTarget) >= 768)
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{
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LionList[nLion].nAction = 2;
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}
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else if (nFlag & 0x80)
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{
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runlist_DamageEnemy(nTarget, nSprite, 10);
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}
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}
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break;
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}
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case 4:
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{
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if (bVal)
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{
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LionList[nLion].nAction = 2;
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LionList[nLion].nFrame = 0;
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}
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if (nMov & 0x20000)
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{
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sprite[nSprite].xvel >>= 1;
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sprite[nSprite].yvel >>= 1;
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}
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return;
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}
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case 5: // Jump away when damaged
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{
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LionList[nLion]._g--;
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if (LionList[nLion]._g <= 0)
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{
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sprite[nSprite].zvel = -4000;
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LionList[nLion]._g = 0;
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int x = sprite[nSprite].x;
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int y = sprite[nSprite].y;
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int z = sprite[nSprite].z - (GetSpriteHeight(nSprite) >> 1);
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int nCheckDist = 0x7FFFFFFF;
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short nAngle = sprite[nSprite].ang;
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short nScanAngle = (sprite[nSprite].ang - 512) & kAngleMask;
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for (int i = 0; i < 5; i++)
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{
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short hitwall;
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int hitx, hity;
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vec3_t startPos = { x, y, z };
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hitdata_t hitData;
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hitscan(&startPos, sprite[nSprite].sectnum, Cos(nScanAngle), Sin(nScanAngle), 0, &hitData, CLIPMASK1);
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hitx = hitData.pos.x;
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hity = hitData.pos.y;
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hitwall = hitData.wall;
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if (hitwall > -1)
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{
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int theX = klabs(hitx - x);
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int theY = klabs(hity - y);
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if ((theX + theY) < nCheckDist)
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{
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nCheckDist = theX;
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nAngle = nScanAngle;
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}
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}
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nScanAngle += 256;
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nScanAngle &= kAngleMask;
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}
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sprite[nSprite].ang = nAngle;
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LionList[nLion].nAction = 6;
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sprite[nSprite].xvel = (Cos(sprite[nSprite].ang)) - (Cos(sprite[nSprite].ang) >> 3);
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sprite[nSprite].yvel = (Sin(sprite[nSprite].ang)) - (Sin(sprite[nSprite].ang) >> 3);
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D3PlayFX(StaticSound[kSound24], nSprite);
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}
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return;
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}
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case 6:
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{
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if (nMov & 0x30000)
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{
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LionList[nLion].nAction = 2;
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LionList[nLion].nFrame = 0;
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return;
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}
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if ((nMov & 0xC000) == 0x8000)
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{
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LionList[nLion].nAction = 7;
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sprite[nSprite].ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
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LionList[nLion]._g = RandomSize(4);
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return;
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}
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else if ((nMov & 0xC000) == 0xC000)
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{
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if ((nMov & 0x3FFF) == nTarget)
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{
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int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
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if (AngleDiff(sprite[nSprite].ang, nAng) < 64)
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{
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LionList[nLion].nAction = 3;
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LionList[nLion].nFrame = 0;
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}
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}
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else
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{
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// loc_378FA:
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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break;
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}
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}
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return;
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}
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case 7:
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{
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LionList[nLion]._g--;
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if (LionList[nLion]._g <= 0)
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{
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LionList[nLion]._g = 0;
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if (nTarget > -1)
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{
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PlotCourseToSprite(nSprite, nTarget);
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}
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else
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{
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sprite[nSprite].ang = (RandomSize(9) + (sprite[nSprite].ang + 768)) & kAngleMask;
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}
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sprite[nSprite].zvel = -1000;
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LionList[nLion].nAction = 6;
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sprite[nSprite].xvel = (Cos(sprite[nSprite].ang)) - (Cos(sprite[nSprite].ang) >> 3);
|
|
sprite[nSprite].yvel = (Sin(sprite[nSprite].ang)) - (Sin(sprite[nSprite].ang) >> 3);
|
|
D3PlayFX(StaticSound[kSound24], nSprite);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 8:
|
|
{
|
|
if (bVal)
|
|
{
|
|
LionList[nLion].nAction = 2;
|
|
LionList[nLion].nFrame = 0;
|
|
sprite[nSprite].cstat |= 0x8000;
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 9:
|
|
{
|
|
if (bVal)
|
|
{
|
|
LionList[nLion].nFrame = 0;
|
|
LionList[nLion].nAction = 2;
|
|
sprite[nSprite].cstat |= 0x101;
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 10:
|
|
case 11:
|
|
{
|
|
if (bVal)
|
|
{
|
|
runlist_SubRunRec(sprite[nSprite].owner);
|
|
runlist_SubRunRec(MoveHook[nLion]);
|
|
sprite[nSprite].cstat = 0x8000;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// loc_379AD: ?
|
|
if (nAction != 1 && nTarget != -1)
|
|
{
|
|
if (!(sprite[nTarget].cstat & 0x101))
|
|
{
|
|
LionList[nLion].nAction = 1;
|
|
LionList[nLion].nFrame = 0;
|
|
LionList[nLion]._g = 100;
|
|
LionList[nLion].nTarget = -1;
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
END_PS_NS
|