raze/source/exhumed/src/ra.cpp
sirlemonhead df34d8ca85 PCExhumed: Big bunch of AI tidying, code consistency changes and misc fixes. Aiming to get compatibility with new demos from DOS exe.
# Conflicts:
#	source/exhumed/src/anubis.cpp
#	source/exhumed/src/bubbles.cpp
#	source/exhumed/src/bubbles.h
#	source/exhumed/src/bullet.cpp
#	source/exhumed/src/bullet.h
#	source/exhumed/src/fish.cpp
#	source/exhumed/src/fish.h
#	source/exhumed/src/grenade.cpp
#	source/exhumed/src/grenade.h
#	source/exhumed/src/lavadude.cpp
#	source/exhumed/src/lavadude.h
#	source/exhumed/src/lion.cpp
#	source/exhumed/src/lion.h
#	source/exhumed/src/mummy.cpp
#	source/exhumed/src/mummy.h
#	source/exhumed/src/queen.cpp
#	source/exhumed/src/queen.h
#	source/exhumed/src/ra.cpp
#	source/exhumed/src/ra.h
#	source/exhumed/src/rat.cpp
#	source/exhumed/src/rat.h
#	source/exhumed/src/rex.cpp
#	source/exhumed/src/roach.cpp
#	source/exhumed/src/roach.h
#	source/exhumed/src/runlist.cpp
#	source/exhumed/src/scorp.cpp
#	source/exhumed/src/set.cpp
#	source/exhumed/src/set.h
#	source/exhumed/src/snake.cpp
#	source/exhumed/src/snake.h
#	source/exhumed/src/spider.cpp
#	source/exhumed/src/spider.h
#	source/exhumed/src/wasp.cpp
#	source/exhumed/src/wasp.h
2020-03-02 23:01:55 +01:00

303 lines
8.3 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 "ra.h"
#include "runlist.h"
#include "engine.h"
#include "exhumed.h"
#include "player.h"
#include "move.h"
#include "sequence.h"
#include "ps_input.h"
#include "gun.h"
#include "bullet.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
short RaCount;
static actionSeq ActionSeq[] = {
{2, 1},
{0, 0},
{1, 0},
{2, 0}
};
static SavegameHelper sgh("ra",
SA(Ra),
SV(RaCount),
nullptr);
void FreeRa(short nPlayer)
{
int nRun = Ra[nPlayer].nRun;
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].nRun = runlist_AddRunRec(NewRun, nPlayer | 0x210000);
Ra[nPlayer].nTarget = -1;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].field_C = 0;
Ra[nPlayer].nPlayer = 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 nAction = Ra[nPlayer].nAction;
if (nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101) || sprite[nTarget].sectnum == MAXSECTORS)
{
Ra[nPlayer].nTarget = -1;
if (nAction == 0 || nAction == 3) {
return;
}
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
else
{
if (sprite[nSprite].sectnum != sprite[nTarget].sectnum) {
mychangespritesect(nSprite, sprite[nTarget].sectnum);
}
}
}
else
{
if (nAction == 1 || nAction == 2)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
return;
}
if (nAction) {
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 UNUSED(nDamage), int nRun)
{
short nPlayer = RunData[nRun].nVal;
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
short nSeq = SeqOffsets[kSeqEyeHit] + ActionSeq[Ra[nPlayer].nAction].a;
short nSprite = Ra[nPlayer].nSprite;
bool bVal = false;
int nMessage = a & kMessageMask;
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Ra\n", nMessage);
return;
}
case 0x30000:
case 0xA0000:
return;
case 0x20000:
{
Ra[nPlayer].nTarget = sPlayerInput[nPlayer].nTarget;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, Ra[nPlayer].nFrame);
if (Ra[nPlayer].nAction)
{
seq_MoveSequence(nSprite, nSeq, Ra[nPlayer].nFrame);
Ra[nPlayer].nFrame++;
if (Ra[nPlayer].nFrame >= SeqSize[nSeq])
{
Ra[nPlayer].nFrame = 0;
bVal = true;
}
}
switch (Ra[nPlayer].nAction)
{
case 0:
{
MoveRaToEnemy(nPlayer);
if (!Ra[nPlayer].field_C || Ra[nPlayer].nTarget <= -1)
{
sprite[nSprite].cstat = 0x8000;
}
else
{
sprite[nSprite].cstat &= 0x7FFF;
Ra[nPlayer].nAction = 1;
Ra[nPlayer].nFrame = 0;
}
return;
}
case 1:
{
if (!Ra[nPlayer].field_C)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (bVal) {
Ra[nPlayer].nAction = 2;
}
MoveRaToEnemy(nPlayer);
}
return;
}
case 2:
{
MoveRaToEnemy(nPlayer);
if (nCurrentWeapon != kWeaponRing)
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (Ra[nPlayer].nFrame || Ra[nPlayer].nTarget <= -1)
{
if (!bVal) {
return;
}
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
}
else
{
if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
{
runlist_DamageEnemy(Ra[nPlayer].nTarget, PlayerList[Ra[nPlayer].nPlayer].nSprite, BulletInfo[kWeaponRing].nDamage);
AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
SetQuake(nSprite, 100);
}
else
{
Ra[nPlayer].nAction = 3;
Ra[nPlayer].nFrame = 0;
SelectNewWeapon(nPlayer);
}
}
}
return;
}
case 3:
{
if (bVal)
{
sprite[nSprite].cstat |= 0x8000;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].field_C = 0;
}
return;
}
default:
return;
}
}
case 0x90000:
{
short nSprite2 = a & 0xFFFF;
seq_PlotSequence(nSprite2, nSeq, Ra[nPlayer].nFrame, 1);
tsprite[nSprite2].owner = -1;
return;
}
}
}
END_PS_NS