raze/source/games/exhumed/src/aistuff.h
2022-10-08 16:11:23 +02:00

785 lines
21 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.
*/
//-------------------------------------------------------------------------
#pragma once
#include "freelistarray.h"
#include "exhumedactor.h"
BEGIN_PS_NS
// anims
void InitAnims();
void DestroyAnim(DExhumedActor* nAnim);
DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, const DVector3& pos, sectortype* pSector, int nRepeat, int nFlag);
void FuncAnim(int, int, int, int);
void BuildExplosion(DExhumedActor* actor);
void BuildSplash(DExhumedActor* actor, sectortype* pSector);
// anubis
void BuildAnubis(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle, uint8_t bIsDrummer);
void FuncAnubis(int, int a, int b, int c);
// bubbles
void BuildBubbleMachine(DExhumedActor* nSprite);
void DoBubbleMachines();
void DoBubbles(int nPlayer);
void FuncBubble(int, int, int, int);
// bullet
// 32 bytes
struct bulletInfo
{
int16_t nDamage; // 0
int16_t field_2; // 2
int field_4; // 4
int16_t field_8; // 8
int16_t nSeq; // 10
int16_t field_C; // 12
int16_t nFlags;
int16_t nRadius; // damage radius
int16_t xyRepeat;
};
extern bulletInfo BulletInfo[];
extern int nRadialBullet;
extern sectortype* lasthitsect;
extern int lasthitz;
extern int lasthitx;
extern int lasthity;
extern TArray<DExhumedActor*> EnergyBlocks;
void InitBullets();
int GrabBullet();
void DestroyBullet(int nRun);
int MoveBullet(int nBullet);
void SetBulletEnemy(int nBullet, DExhumedActor* nEnemy);
DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngle, DExhumedActor* pTarget, int val3, int horiz = 0);
void IgniteSprite(DExhumedActor* nSprite);
void FuncBullet(int, int, int, int);
void BackUpBullet(int *x, int *y, int nAngle);
// fish
void BuildFish(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle);
void FuncFish(int, int, int, int);
void FuncFishLimb(int a, int b, int c);
// grenade
enum { kMaxGrenades = 50 };
void BuildGrenade(int nPlayer);
void ThrowGrenade(int nPlayer, int edx, int ebx, int ecx, int push1);
void FuncGrenade(int, int, int, int);
// gun
enum { kMaxWeapons = 7 };
enum
{
kWeaponSword = 0,
kWeaponPistol,
kWeaponM60,
kWeaponFlamer,
kWeaponGrenade,
kWeaponStaff,
kWeaponRing,
kWeaponMummified
};
struct Weapon
{
int16_t nSeq;
int16_t b[12]; // seq offsets?
int16_t nAmmoType;
int16_t c;
int16_t d; // default or min ammo? or ammo used per 'shot' ?
int16_t bFireUnderwater;
};
extern Weapon WeaponInfo[];
extern int16_t nTemperature[];
void RestoreMinAmmo(int nPlayer);
void FillWeapons(int nPlayer);
void ResetPlayerWeapons(int nPlayer);
void InitWeapons();
void SetNewWeapon(int nPlayer, int nWeapon);
void SetNewWeaponImmediate(int nPlayer, int nWeapon);
void SetNewWeaponIfBetter(int nPlayer, int nWeapon);
void SelectNewWeapon(int nPlayer);
void StopFiringWeapon(int nPlayer);
void FireWeapon(int nPlayer);
void CheckClip(int nPlayer);
void MoveWeapons(int nPlayer);
void DrawWeapons(double smooth);
// items
enum
{
kItemHeart = 0,
kItemInvincibility,
kItemTorch,
kItemDoubleDamage,
kItemInvisibility,
kItemMask,
};
extern const int16_t nItemMagic[];
void BuildItemAnim(DExhumedActor* nSprite);
void ItemFlash();
void FillItems(int nPlayer);
void UseItem(int nPlayer, int nItem);
void UseCurItem(int nPlayer);
int GrabItem(int nPlayer, int nItem);
void DropMagic(DExhumedActor* actor);
void InitItems();
void StartRegenerate(DExhumedActor* nSprite);
void DoRegenerates();
// lavadude
void BuildLava(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle, int nChannel);
DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
void FuncLavaLimb(int, int, int, int);
void FuncLava(int, int, int, int);
// lighting
void InitLights();
void AddFlash(sectortype* pSector, const DVector3& pos, int val);
void SetTorch(int nPlayer, int bTorchOnOff);
void UndoFlashes();
void DoLights();
void AddFlow(sectortype* pSect, int nSpeed, int b, int ang = -1);
void AddFlow(walltype* pWall, int nSpeed, int b, int ang = -1);
void BuildFlash(int nPlayer, int nVal);
void AddGlow(sectortype* pSector, int nVal);
void AddFlicker(sectortype* pSector, int nVal);
// lion
void BuildLion(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle);
void FuncLion(int, int, int, int);
// move
// 16 bytes
struct BlockInfo
{
TObjPtr<DExhumedActor*> pActor;
int x;
int y;
int field_8;
};
extern BlockInfo sBlockInfo[];
extern Collision hiHit;
extern TObjPtr<DExhumedActor*> nChunkSprite[];
extern TObjPtr<DExhumedActor*> nBodySprite[];
signed int lsqrt(int a1);
void MoveThings();
void ResetMoveFifo();
void InitChunks();
void InitPushBlocks();
void Gravity(DExhumedActor* actor);
DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy);
Collision MoveCreature(DExhumedActor* nSprite);
Collision MoveCreatureWithCaution(DExhumedActor* actor);
DVector3 WheresMyMouth(int nPlayer, sectortype** sectnum);
int GetActorHeight(DExhumedActor* nSprite);
double GetActorHeightF(DExhumedActor* nSprite)
{
return GetActorHeight(nSprite) * zinttoworld;
}
DExhumedActor* insertActor(sectortype* s, int st);
DExhumedActor* GrabBody();
DExhumedActor* GrabBodyGunSprite();
void FuncCreatureChunk(int a, int, int nRun);
DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage = false);
DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false);
int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
void CheckSectorFloor(sectortype* pSector, int z, int *x, int *y);
int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
int GetWallNormal(walltype* nWall);
int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx);
void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel);
Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1);
void SetQuake(DExhumedActor* nSprite, int nVal);
// mummy
enum { kMaxMummies = 150 };
void BuildMummy(DExhumedActor* val, const DVector3& pos, sectortype* pSector, int nAngle);
// object
enum kStatus
{
kStatDestructibleSprite = 97,
kStatAnubisDrum,
kStatExplodeTrigger = 141,
kStatExplodeTarget = 152,
kStatBubbleMachine = 1022,
};
extern int nFlashDepth;
extern int bTorch;
extern int nSmokeSparks;
extern int nDronePitch;
extern int lFinaleStart;
extern TObjPtr<DExhumedActor*> pFinaleSpr;
void InitObjects();
void InitElev();
void InitPoint();
void InitSlide();
void InitWallFace();
void DoDrips();
void DoMovingSects();
void DoFinale();
void PostProcess();
void FuncElev(int, int, int, int);
void FuncWallFace(int, int, int, int);
void FuncSlide(int, int, int, int);
void FuncObject(int, int, int, int);
void FuncTrap(int, int, int, int);
void FuncEnergyBlock(int, int, int, int);
void FuncSpark(int, int, int, int);
void SnapBobs(sectortype* pSectorA, sectortype* pSectorB);
DExhumedActor* FindWallSprites(sectortype* pSector);
void AddMovingSector(sectortype* pSector, int edx, int ebx, int ecx);
void ProcessTrailSprite(DExhumedActor* nSprite, int nLotag, int nHitag);
void AddSectorBob(sectortype* pSector, int nHitag, int bx);
DExhumedActor* BuildObject(DExhumedActor* nSprite, int nOjectType, int nHitag);
int BuildArrow(DExhumedActor* nSprite, int nVal);
int BuildFireBall(DExhumedActor*, int a, int b);
void BuildDrip(DExhumedActor* nSprite);
DExhumedActor* BuildEnergyBlock(sectortype* pSector);
int BuildElevC(int arg1, int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
int BuildElevF(int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
int BuildWallFace(int nChannel, walltype* pWall, int nCount, ...);
int BuildSlide(int nChannel, walltype* edx, walltype* ebx, walltype* ecx, walltype* arg1, walltype* arg2, walltype* arg3);
// queen
void InitQueens();
void BuildQueen(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle, int nVal);
void FuncQueenEgg(int, int, int, int);
void FuncQueenHead(int, int, int, int);
void FuncQueen(int, int, int, int);
// ra
struct RA
{
TObjPtr<DExhumedActor*> pActor;
TObjPtr<DExhumedActor*> pTarget;
int16_t nAction;
int16_t nFrame;
int16_t nRun;
int16_t nState;
int nPlayer;
};
// ra
extern RA Ra[];
void FreeRa(int nPlayer);
void BuildRa(int nPlayer);
void InitRa();
void MoveRaToEnemy(int nPlayer);
void FuncRa(int, int, int, int);
// rat
void InitRats();
void BuildRat(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle);
void FuncRat(int a, int, int b, int nRun);
// rex
void BuildRex(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle, int nChannel);
void FuncRex(int, int, int, int);
// roach
void BuildRoach(int nType, DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int angle);
void FuncRoach(int a, int, int nDamage, int nRun);
// runlist
enum
{
kMaxRuns = 25600,
kMaxChannels = 4096
};
struct RunStruct
{
int nAIType; // todo later: replace this with an AI pointer
int nObjIndex; // If object is a non-actor / not refactored yet.
TObjPtr<DExhumedActor*> pObjActor; // If object is an actor
int next;
int prev;
};
struct RunChannel
{
int16_t a;
int16_t b;
int16_t c;
int16_t d;
};
struct RunListEvent
{
int nMessage;
int nParam; // mostly the player, sometimes the channel list
int nObjIndex;
DExhumedActor* pObjActor;
tspritetype* pTSprite; // for the draw event
DExhumedActor* pOtherActor; // for the damage event, radialSpr for radial damage - owner will not be passed as it can be retrieved from this.
int nDamage, nRun;
int nRadialDamage; // Radial damage needs a bit more info.
int nDamageRadius;
DExhumedActor* pRadialActor;
bool isRadialEvent() const { return nMessage == 1; }
};
struct ExhumedAI
{
//virtual ~ExhumedAI() = default;
virtual void ProcessChannel(RunListEvent* ev) {}
virtual void Tick(RunListEvent* ev) {}
virtual void Process(RunListEvent* ev) {}
virtual void Use(RunListEvent* ev) {}
virtual void TouchFloor(RunListEvent* ev) {}
virtual void LeaveSector(RunListEvent* ev) {}
virtual void EnterSector(RunListEvent* ev) {}
virtual void Damage(RunListEvent* ev) {}
virtual void Draw(RunListEvent* ev) {}
virtual void RadialDamage(RunListEvent* ev) {}
};
struct AIAnim : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIAnubis : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
};
struct AIBubble : ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
class AIBullet : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIFish : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
class AIFishLimb : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIGrenade : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AILavaDude : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AILavaDudeLimb : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AILion : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AICreatureChunk : public ExhumedAI
{
virtual void Tick(RunListEvent* ev) override;
};
struct AIMummy : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIElev : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
};
struct AIWallFace : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
};
struct AISlide : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
};
struct AITrap : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
};
struct AISpark : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
};
struct AIEnergyBlock : public ExhumedAI
{
virtual void Damage(RunListEvent* ev) override;
virtual void RadialDamage(RunListEvent* ev) override;
};
struct AIObject : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIPlayer : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIQueenEgg : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIQueenHead : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIQueen : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIRa : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIRat : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIRex : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIRoach : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIScorp : public ExhumedAI
{
void Effect(RunListEvent* ev, DExhumedActor* nTarget, int mode);
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AISet : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AISoul : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
};
struct AISnake : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AISpider : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AIWasp : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
struct AISWReady : public ExhumedAI
{
void Process(RunListEvent* ev) override;
};
struct AISWPause : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
void Process(RunListEvent* ev) override;
};
struct AISWStepOn : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void TouchFloor(RunListEvent* ev) override;
};
struct AISWNotOnPause : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Tick(RunListEvent* ev) override;
void Process(RunListEvent* ev) override;
void TouchFloor(RunListEvent* ev) override;
};
struct AISWPressSector : public ExhumedAI
{
void ProcessChannel(RunListEvent* ev) override;
void Use(RunListEvent* ev) override;
};
struct AISWPressWall : public ExhumedAI
{
void Process(RunListEvent* ev) override;
void Use(RunListEvent* ev) override;
};
typedef void(*AiFunc)(int, int, int, int nRun);
extern FreeListArray<RunStruct, kMaxRuns> RunData;
extern RunChannel sRunChannels[kMaxChannels];
extern int NewRun;
void runlist_InitRun();
int runlist_GrabRun();
int runlist_FreeRun(int nRun);
int runlist_AddRunRec(int index, int object, int aitype);
int runlist_AddRunRec(int index, DExhumedActor* object, int aitype);
int runlist_AddRunRec(int index, RunStruct* other);
int runlist_HeadRun();
void runlist_InitChan();
void runlist_ChangeChannel(int eax, int dx);
void runlist_ReadyChannel(int eax);
void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag);
int runlist_AllocChannel(int a);
void runlist_DoSubRunRec(int RunPtr);
void runlist_SubRunRec(int RunPtr);
void runlist_ProcessWallTag(walltype* pWall, int nLotag, int nHitag);
int runlist_CheckRadialDamage(DExhumedActor* actor);
void runlist_RadialDamageEnemy(DExhumedActor* pActor, int nDamage, int nRadius);
void runlist_DamageEnemy(DExhumedActor* nSprite, DExhumedActor* nSprite2, int nDamage);
void runlist_SignalRun(int NxtPtr, int edx, void(ExhumedAI::* func)(RunListEvent*), RunListEvent* ev = nullptr);
void runlist_CleanRunRecs();
void runlist_ExecObjects();
// scorp
void BuildScorp(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle, int nChannel);
void FuncScorp(int, int, int, int);
// set
void BuildSet(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle, int nChannel);
void FuncSoul(int, int, int, int);
void FuncSet(int, int, int, int);
// snake
enum { kSnakeSprites = 8 }; // or rename to kSnakeParts?
// 32bytes
struct Snake
{
TObjPtr<DExhumedActor*> pEnemy; // nRun
TObjPtr<DExhumedActor*> pSprites[kSnakeSprites];
int16_t nCountdown;
int16_t nRun;
uint8_t c[8];
int16_t nAngle;
int16_t nSnakePlayer;
};
enum { kMaxSnakes = 50 };
extern FreeListArray<Snake, kMaxSnakes> SnakeList;
void InitSnakes();
int GrabSnake();
void BuildSnake(int nPlayer, int zVal);
void FuncSnake(int, int, int, int);
// spider
DExhumedActor* BuildSpider(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle);
void FuncSpider(int a, int, int b, int nRun);
// switch
void InitLink();
void InitSwitch();
void FuncSwReady(int, int, int, int);
void FuncSwPause(int, int, int, int);
void FuncSwStepOn(int, int, int, int);
void FuncSwNotOnPause(int, int, int, int);
void FuncSwPressSector(int, int, int, int);
void FuncSwPressWall(int, int, int, int);
std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx);
std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, sectortype* pSector, int ecx);
int BuildLink(int nCount, ...);
std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, sectortype* pSector, int ecx);
std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, sectortype* pSector);
std::pair<int, int> BuildSwReady(int nChannel, int nLink);
std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall);
// wasp
DExhumedActor* BuildWasp(DExhumedActor* nSprite, const DVector3& pos, sectortype* pSector, int nAngle, bool bEggWasp);
void FuncWasp(int eax, int, int edx, int nRun);
enum { kMessageMask = 0x7F0000 };
inline int GrabTimeSlot(int nVal) { return -1; }
inline int dmgAdjust(int dmg, int fact = 2) { return dmg; }
inline bool easy() { return false; }
END_PS_NS