raze/source/exhumed/src/set.cpp

691 lines
22 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 "set.h"
#include "engine.h"
#include "exhumed.h"
#include "runlist.h"
#include "sequence.h"
#include "random.h"
#include "move.h"
#include "trigdat.h"
#include "bullet.h"
#include <assert.h>
BEGIN_PS_NS
#define kMaxSets 10
short SetCount = 0;
static actionSeq ActionSeq[] = {
{0, 0},
{77, 1},
{78, 1},
{0, 0},
{9, 0},
{63, 0},
{45, 0},
{18, 0},
{27, 0},
{36, 0},
{72, 1},
{74, 1}
};
struct Set
{
short nHealth;
short field_2;
short nAction;
short nSprite;
short nTarget;
short field_A;
short field_C;
short field_D;
short field_E;
};
Set SetList[kMaxSets];
short SetChan[kMaxSets];
void InitSets()
{
SetCount = kMaxSets;
}
int BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nVal)
{
SetCount--;
short nSet = SetCount;
if (nSet < 0) {
return -1;
}
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 120);
}
else
{
changespritestat(nSprite, 120);
x = sprite[nSprite].x;
y = sprite[nSprite].y;
z = sector[sprite[nSprite].sectnum].floorz;
nAngle = sprite[nSprite].ang;
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].z = z;
sprite[nSprite].cstat = 0x101;
sprite[nSprite].shade = -12;
sprite[nSprite].clipdist = 110;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].xrepeat = 87;
sprite[nSprite].yrepeat = 96;
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].ang = nAngle;
sprite[nSprite].picnum = 1;
sprite[nSprite].hitag = 0;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].extra = -1;
// GrabTimeSlot(3);
SetList[nSet].nAction = 1;
SetList[nSet].nHealth = 8000;
SetList[nSet].nSprite = nSprite;
SetList[nSet].field_2 = 0;
SetList[nSet].nTarget = -1;
SetList[nSet].field_A = 90;
SetList[nSet].field_C = 0;
SetList[nSet].field_D = 0;
SetChan[nSet] = nVal;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSet | 0x190000);
// this isn't stored anywhere...
runlist_AddRunRec(NewRun, nSet | 0x190000);
nCreaturesLeft++;
return nSet | 0x190000;
}
int BuildSoul(int nSet)
{
int nSetSprite = SetList[nSet].nSprite;
int nSprite = insertsprite(sprite[nSetSprite].sectnum, 0);
assert(nSprite >= 0 && nSprite < kMaxSprites);
sprite[nSprite].cstat = 0x8000u;
sprite[nSprite].shade = -127;
sprite[nSprite].xrepeat = 1;
sprite[nSprite].yrepeat = 1;
sprite[nSprite].pal = 0;
sprite[nSprite].clipdist = 5;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
sprite[nSprite].ang = RandomSize(11);
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 65280 - RandomSize(10);
sprite[nSprite].x = sprite[nSetSprite].x;
sprite[nSprite].y = sprite[nSetSprite].y;
short nSector = sprite[nSprite].sectnum;
sprite[nSprite].z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetSpriteHeight(nSprite);
sprite[nSprite].hitag = nSet;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].extra = 0;
// GrabTimeSlot(3);
sprite[nSprite].owner = runlist_AddRunRec(NewRun, nSprite | 0x230000);
return nSprite | 0x230000;
}
void FuncSoul(int pA, int, int nRun)
{
short nSoulSprite = RunData[nRun].nVal;
int nMessage = pA & 0x7F0000;
switch (nMessage)
{
case 0x20000:
{
seq_MoveSequence(nSoulSprite, SeqOffsets[kSeqSet] + 75, 0);
if (sprite[nSoulSprite].xrepeat < 32)
{
sprite[nSoulSprite].xrepeat++;
sprite[nSoulSprite].yrepeat++;
}
sprite[nSoulSprite].extra += (nSoulSprite & 0x0F) + 5;
sprite[nSoulSprite].extra &= 0x7FF;
int ebx = (Sin(sprite[nSoulSprite].extra + 512) >> 7);// *Sin(sprite[nSoulSprite].ang);
if (movesprite(nSoulSprite, Sin(sprite[nSoulSprite].ang + 512) * ebx, Sin(sprite[nSoulSprite].ang) * ebx, sprite[nSoulSprite].zvel, 5120, 0, CLIPMASK0) & 0x10000)
{
int nSet = sprite[nSoulSprite].hitag;
int nSetSprite = SetList[nSet].nSprite;
sprite[nSoulSprite].cstat = 0;
sprite[nSoulSprite].yrepeat = 1;
sprite[nSoulSprite].xrepeat = 1;
sprite[nSoulSprite].x = sprite[nSetSprite].x;
sprite[nSoulSprite].y = sprite[nSetSprite].y;
sprite[nSoulSprite].z = sprite[nSetSprite].z - (GetSpriteHeight(nSetSprite) >> 1);
mychangespritesect(nSoulSprite, sprite[nSetSprite].sectnum);
return;
}
}
case 0x80000:
case 0xA0000:
case 0x90000:
return;
default:
Printf("unknown msg %d for Soul\n", nMessage);
}
}
void FuncSet(int a, int nDamage, int nRun)
{
int var_24 = 0;
short nSet = RunData[nRun].nVal;
assert(nSet >= 0 && nSet < kMaxSets);
short nSprite = SetList[nSet].nSprite;
short nAction = SetList[nSet].nAction;
int nMessage = a & 0x7F0000;
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Set\n", nMessage);
return;
}
case 0xA0000:
{
if (nAction == 5)
{
nDamage = runlist_CheckRadialDamage(nSprite);
// fall through to case 0x80000
}
fallthrough__;
}
case 0x80000:
{
if (nDamage && SetList[nSet].nHealth > 0)
{
if (nAction != 1)
{
SetList[nSet].nHealth -= nDamage;
}
if (SetList[nSet].nHealth <= 0)
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
SetList[nSet].nHealth = 0;
sprite[nSprite].cstat &= 0xFEFE;
nCreaturesLeft--;
if (nAction < 10)
{
SetList[nSet].field_2 = 0;
SetList[nSet].nAction = 10;
}
}
else if (nAction == 1)
{
SetList[nSet].nAction = 2;
SetList[nSet].field_2 = 0;
}
}
return;
}
case 0x90000:
{
seq_PlotSequence(a, SeqOffsets[kSeqSet] + ActionSeq[nAction].a, SetList[nSet].field_2, ActionSeq[nAction].b);
return;
}
case 0x20000:
{
Gravity(nSprite);
short nSeq = SeqOffsets[kSeqSet] + ActionSeq[SetList[nSet].nAction].a;
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SetList[nSet].field_2);
seq_MoveSequence(nSprite, nSeq, SetList[nSet].field_2);
if (nAction == 3)
{
if (SetList[nSet].field_D) {
SetList[nSet].field_2++;
}
}
SetList[nSet].field_2++;
if (SetList[nSet].field_2 >= SeqSize[nSeq])
{
SetList[nSet].field_2 = 0;
var_24 = 1;
}
short nFlag = FrameFlag[SeqBase[nSeq] + SetList[nSet].field_2];
short nTarget = SetList[nSet].nTarget;
if (nTarget > -1 && nAction < 10)
{
if (!(sprite[nTarget].cstat & 0x101))
{
SetList[nSet].nTarget = -1;
SetList[nSet].nAction = 0;
nTarget = -1;
SetList[nSet].field_2 = 0;
}
}
int nVal = MoveCreature(nSprite);
int nSprite_b = nSprite;
pushmove_old(&sprite[nSprite].x, &sprite[nSprite].y, &sprite[nSprite].z, &sprite[nSprite].sectnum, sprite[nSprite].clipdist << 2, 5120, -5120, CLIPMASK0);
if (sprite[nSprite].zvel > 4000)
{
if (nVal & 0x20000)
{
SetQuake(nSprite_b, 100);
}
}
switch (nAction)
{
default:
return;
case 0:
{
if ((nSet & 0x1F) == (totalmoves & 0x1F))
{
if (nTarget < 0)
{
nTarget = FindPlayer(nSprite, 1000);
}
if (nTarget >= 0)
{
SetList[nSet].nAction = 3;
SetList[nSet].field_2 = 0;
SetList[nSet].nTarget = nTarget;
sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
}
}
return;
}
case 1:
{
if (FindPlayer(nSprite, 1000) >= 0)
{
SetList[nSet].field_A--;
if (SetList[nSet].field_A <= 0)
{
SetList[nSet].nAction = 2;
SetList[nSet].field_2 = 0;
}
}
return;
}
case 2:
{
if (var_24)
{
SetList[nSet].nAction = 7;
SetList[nSet].field_C = 0;
SetList[nSet].field_2 = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
SetList[nSet].nTarget = FindPlayer(nSprite, 1000);
}
return;
}
case 3:
{
if (nTarget != -1)
{
if (nFlag & 0x10 && nVal != 0x20000)
{
SetQuake(nSprite, 100);
}
int nCourse = PlotCourseToSprite(nSprite, nTarget);
if ((nSet & 0x1F) == (totalmoves & 0x1F))
{
int nRand = RandomSize(3);
switch (nRand)
{
case 0:
case 2:
{
SetList[nSet].field_C = 0;
SetList[nSet].nAction = 7;
SetList[nSet].field_2 = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
return;
}
case 1:
{
PlotCourseToSprite(nSprite, nTarget);
SetList[nSet].nAction = 6;
SetList[nSet].field_2 = 0;
SetList[nSet].field_E = 5;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
return;
}
default:
{
if (nCourse <= 100)
{
SetList[nSet].field_D = 0;
}
else
{
SetList[nSet].field_D = 1;
}
break;
}
}
}
// loc_338E2
sprite[nSprite].xvel = Sin((sprite[nSprite].ang & 0xF8) + 512) >> 1;
sprite[nSprite].yvel = Sin((sprite[nSprite].ang & 0xF8)) >> 1;
if (SetList[nSet].field_D)
{
sprite[nSprite].xvel *= 2;
sprite[nSprite].yvel *= 2;
}
if ((nVal & 0xC000) < 0x8000)
{
break;
}
else if ((nVal & 0xC000) == 0x8000)
{
short nWall = nVal & 0x3FFF;
short nSector = wall[nWall].nextsector;
if (nSector >= 0)
{
if ((sprite[nSprite].z - sector[nSector].floorz) < 55000)
{
if (sprite[nSprite].z > sector[nSector].ceilingz)
{
SetList[nSet].field_C = 1;
SetList[nSet].nAction = 7;
SetList[nSet].field_2 = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
return;
}
}
}
sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
break;
}
else if ((nVal & 0xC000) == 0xC000)
{
if (nTarget == (nVal & 0x3FFF))
{
int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
if (AngleDiff(sprite[nSprite].ang, nAng) < 64)
{
SetList[nSet].nAction = 4;
SetList[nSet].field_2 = 0;
}
break;
}
else
{
SetList[nSet].field_C = 1;
SetList[nSet].nAction = 7;
SetList[nSet].field_2 = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
return;
}
}
break;
}
else
{
SetList[nSet].nAction = 0;
SetList[nSet].field_2 = 0;
return;
}
}
case 4:
{
if (nTarget == -1)
{
SetList[nSet].nAction = 0;
SetList[nSet].field_A = 50;
}
else
{
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
{
SetList[nSet].nAction = 3;
}
else if (nFlag & 0x80)
{
runlist_DamageEnemy(nTarget, nSprite, 5);
}
}
break;
}
case 5:
{
if (var_24)
{
SetList[nSet].nAction = 0;
SetList[nSet].field_A = 15;
}
return;
}
case 6:
{
if (nFlag & 0x80)
{
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
int nBullet = BuildBullet(nSprite, 11, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1);
SetBulletEnemy(nBullet >> 16, nTarget); // isolate the bullet number (shift off the sprite index)
SetList[nSet].field_E--;
if (SetList[nSet].field_E <= 0 || !RandomBit())
{
SetList[nSet].nAction = 0;
SetList[nSet].field_2 = 0;
}
}
return;
}
case 7:
{
if (var_24)
{
if (SetList[nSet].field_C)
{
sprite[nSprite].zvel = -10000;
}
else
{
sprite[nSprite].zvel = -(PlotCourseToSprite(nSprite, nTarget));
}
SetList[nSet].nAction = 8;
SetList[nSet].field_2 = 0;
sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512);
sprite[nSprite].yvel = Sin(sprite[nSprite].ang);
}
return;
}
case 8:
{
if (var_24)
{
SetList[nSet].field_2 = SeqSize[nSeq] - 1;
}
if (nVal & 0x20000)
{
SetQuake(nSprite, 200);
SetList[nSet].nAction = 9;
SetList[nSet].field_2 = 0;
}
return;
}
case 9:
{
sprite[nSprite].xvel >>= 1;
sprite[nSprite].yvel >>= 1;
if (var_24)
{
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
PlotCourseToSprite(nSprite, nTarget);
SetList[nSet].nAction = 6;
SetList[nSet].field_2 = 0;
SetList[nSet].field_E = 5;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
}
return;
}
case 10:
{
if (nFlag & 0x80)
{
sprite[nSprite].z -= GetSpriteHeight(nSprite);
BuildCreatureChunk(nSprite, seq_GetSeqPicnum(kSeqSet, 76, 0));
sprite[nSprite].z += GetSpriteHeight(nSprite);
}
if (var_24)
{
SetList[nSet].nAction = 11;
SetList[nSet].field_2 = 0;
runlist_ChangeChannel(SetChan[nSet], 1);
for (int i = 0; i < 20; i++)
{
BuildSoul(nSet);
}
}
return;
}
case 11:
{
sprite[nSprite].cstat &= 0x0FEFE;
return;
}
}
// loc_33AE3: ?
if (nAction)
{
if (nTarget != -1)
{
if (!(sprite[nTarget].cstat & 0x101))
{
SetList[nSet].nAction = 0;
SetList[nSet].field_2 = 0;
SetList[nSet].field_A = 100;
SetList[nSet].nTarget = -1;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
}
}
return;
}
}
}
END_PS_NS