raze/source/games/exhumed/src/spider.cpp
Christoph Oelckers d31fe01b6d - skill stuff for Exhumed.
Just for fun. ;)
2021-02-27 14:08:08 +01:00

461 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 "aistuff.h"
#include "exhumed.h"
#include "engine.h"
#include "sequence.h"
#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
struct Spider
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nRun;
};
static TArray<Spider> SpiderList;
static actionSeq SpiderSeq[] = {
{16, 0},
{8, 0},
{32, 0},
{24, 0},
{0, 0},
{40, 1},
{41, 1}
};
FSerializer& Serialize(FSerializer& arc, const char* keyname, Spider& w, Spider* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("run", w.nRun)
.EndObject();
}
return arc;
}
void SerializeSpider(FSerializer& arc)
{
arc("spider", SpiderList);
}
void InitSpider()
{
SpiderList.Clear();
}
int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle)
{
auto nSpider = SpiderList.Reserve(1);
auto spp = &SpiderList[nSpider];
spritetype* sp;
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 99);
sp = &sprite[nSprite];
}
else
{
changespritestat(nSprite, 99);
sp = &sprite[nSprite];
x = sp->x;
y = sp->y;
z = sector[sp->sectnum].floorz;
nAngle = sp->ang;
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
sp->x = x;
sp->y = y;
sp->z = z;
sp->cstat = 0x101;
sp->shade = -12;
sp->clipdist = 15;
sp->xvel = 0;
sp->yvel = 0;
sp->zvel = 0;
sp->xrepeat = 40;
sp->yrepeat = 40;
sp->pal = sector[sp->sectnum].ceilingpal;
sp->xoffset = 0;
sp->yoffset = 0;
sp->ang = nAngle;
sp->picnum = 1;
sp->hitag = 0;
sp->lotag = runlist_HeadRun() + 1;
sp->extra = -1;
// GrabTimeSlot(3);
spp->nAction = 0;
spp->nFrame = 0;
spp->nSprite = nSprite;
spp->nTarget = -1;
spp->nHealth = 160;
sp->owner = runlist_AddRunRec(sp->lotag - 1, nSpider | 0xC0000);
spp->nRun = runlist_AddRunRec(NewRun, nSpider | 0xC0000);
nCreaturesTotal++;
return nSpider | 0xC0000;
}
void FuncSpider(int a, int nDamage, int nRun)
{
int nSpider = RunData[nRun].nVal;
auto spp = &SpiderList[nSpider];
assert(nSpider >= 0 && nSpider < (int)SpiderList.Size());
int nVel = 0;
int nSprite = spp->nSprite;
auto sp = &sprite[nSprite];
short nAction = spp->nAction;
int nMessage = a & kMessageMask;
switch (nMessage)
{
default:
{
DebugOut("unknown msg %d for Spider\n", nMessage);
break;
}
case 0x20000:
{
nVel = 6;
if (spp->nHealth)
{
if (sp->cstat & 8)
{
sp->z = sector[sp->sectnum].ceilingz + GetSpriteHeight(nSprite);
}
else
{
Gravity(nSprite);
}
}
int nSeq = SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a;
sp->picnum = seq_GetSeqPicnum2(nSeq, spp->nFrame);
seq_MoveSequence(nSprite, nSeq, spp->nFrame);
int nFrameFlag = FrameFlag[SeqBase[nSeq] + spp->nFrame];
spp->nFrame++;
if (spp->nFrame >= SeqSize[nSeq]) {
spp->nFrame = 0;
}
short nTarget = spp->nTarget;
if (nTarget <= -1 || sprite[nTarget].cstat & 0x101)
{
switch (nAction)
{
default:
return;
case 0:
{
if ((nSpider & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0) {
nTarget = FindPlayer(nSprite, 100);
}
if (nTarget >= 0)
{
spp->nAction = 1;
spp->nFrame = 0;
spp->nTarget = nTarget;
sp->xvel = bcos(sp->ang);
sp->yvel = bsin(sp->ang);
return;
}
}
break;
}
case 1:
{
if (nTarget >= 0) {
nVel++;
}
goto case_3;
break;
}
case 4:
{
if (!spp->nFrame)
{
spp->nFrame = 0;
spp->nAction = 1;
}
fallthrough__;
}
case 3:
{
case_3:
short nSector = sp->sectnum;
if (sp->cstat & 8)
{
sp->zvel = 0;
sp->z = sector[nSector].ceilingz + (tileHeight(sp->picnum) << 5);
if (sector[nSector].ceilingstat & 1)
{
sp->cstat ^= 8;
sp->zvel = 1;
spp->nAction = 3;
spp->nFrame = 0;
}
}
if ((totalmoves & 0x1F) == (nSpider & 0x1F))
{
PlotCourseToSprite(nSprite, nTarget);
if (RandomSize(3))
{
sp->xvel = bcos(sp->ang);
sp->yvel = bsin(sp->ang);
}
else
{
sp->xvel = 0;
sp->yvel = 0;
}
if (spp->nAction == 1 && RandomBit())
{
if (sp->cstat & 8)
{
sp->cstat ^= 8;
sp->zvel = 1;
sp->z = sector[nSector].ceilingz + GetSpriteHeight(nSprite);
}
else
{
sp->zvel = -5120;
}
spp->nAction = 3;
spp->nFrame = 0;
if (!RandomSize(3)) {
D3PlayFX(StaticSound[kSound29], nSprite);
}
}
}
break;
}
case 5:
{
if (!spp->nFrame)
{
runlist_DoSubRunRec(sp->owner);
runlist_FreeRun(sp->lotag - 1);
runlist_SubRunRec(spp->nRun);
sp->cstat = 0x8000;
mydeletesprite(nSprite);
}
return;
}
case 2:
{
if (nTarget != -1)
{
if (nFrameFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 3);
D3PlayFX(StaticSound[kSound38], nSprite);
}
if (PlotCourseToSprite(nSprite, nTarget) < 1024) {
return;
}
spp->nAction = 1;
}
else
{
spp->nAction = 0;
sp->xvel = 0;
sp->yvel = 0;
}
spp->nFrame = 0;
break;
}
}
}
else
{
spp->nTarget = -1;
spp->nAction = 0;
spp->nFrame = 0;
sp->xvel = 0;
sp->yvel = 0;
}
int nMov = movesprite(nSprite, sp->xvel << nVel, sp->yvel << nVel, sp->zvel, 1280, -1280, CLIPMASK0);
if (!nMov)
return;
if (nMov & 0x10000
&& sp->zvel < 0
&& (hihit & 0xC000) != 0xC000
&& !((sector[sp->sectnum].ceilingstat) & 1))
{
sp->cstat |= 8;
sp->z = GetSpriteHeight(nSprite) + sector[sp->sectnum].ceilingz;
sp->zvel = 0;
spp->nAction = 1;
spp->nFrame = 0;
return;
}
else
{
switch (nMov & 0xC000)
{
case 0x8000:
{
sp->ang = (sp->ang + 256) & 0x7EF;
sp->xvel = bcos(sp->ang);
sp->yvel = bsin(sp->ang);
return;
}
case 0xC000:
{
if ((nMov & 0x3FFF) == nTarget)
{
int nAng = getangle(sprite[nTarget].x - sp->x, sprite[nTarget].y - sp->y);
if (AngleDiff(sp->ang, nAng) < 64)
{
spp->nAction = 2;
spp->nFrame = 0;
}
}
return;
}
default:
break;
}
if (spp->nAction == 3)
{
spp->nAction = 1;
spp->nFrame = 0;
}
return;
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a, spp->nFrame, SpiderSeq[nAction].b);
break;
}
case 0xA0000:
{
if (spp->nHealth <= 0)
return;
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through
fallthrough__;
}
case 0x80000:
{
if (!nDamage)
return;
short nTarget = a & 0xFFFF;
spp->nHealth -= dmgAdjust(nDamage);
if (spp->nHealth > 0)
{
/*
NOTE:
nTarget check was added, but should we return if it's invalid instead
or should code below (action set, b set) happen?
Other AI doesn't show consistency in this regard (see Scorpion code)
*/
if (nTarget > -1 && sprite[nTarget].statnum == 100)
{
spp->nTarget = nTarget;
}
spp->nAction = 4;
spp->nFrame = 0;
}
else
{
// creature is dead, make some chunks
spp->nHealth = 0;
spp->nAction = 5;
spp->nFrame = 0;
sp->cstat &= 0xFEFE;
nCreaturesKilled++;
for (int i = 0; i < 7; i++)
{
BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSpider, i + 41, 0));
}
}
return;
}
}
}
END_PS_NS