mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-16 07:31:23 +00:00
691 lines
22 KiB
C++
691 lines
22 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 "set.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "runlist.h"
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#include "sequence.h"
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#include "random.h"
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#include "move.h"
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#include "trigdat.h"
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#include "bullet.h"
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#include <assert.h>
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BEGIN_PS_NS
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#define kMaxSets 10
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short SetCount = 0;
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static actionSeq ActionSeq[] = {
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{0, 0},
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{77, 1},
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{78, 1},
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{0, 0},
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{9, 0},
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{63, 0},
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{45, 0},
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{18, 0},
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{27, 0},
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{36, 0},
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{72, 1},
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{74, 1}
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};
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struct Set
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{
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short nHealth;
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short field_2;
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short nAction;
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short nSprite;
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short nTarget;
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short field_A;
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short field_C;
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short field_D;
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short field_E;
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};
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Set SetList[kMaxSets];
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short SetChan[kMaxSets];
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void InitSets()
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{
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SetCount = kMaxSets;
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}
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int BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nVal)
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{
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SetCount--;
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short nSet = SetCount;
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if (nSet < 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, 120);
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}
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else
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{
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changespritestat(nSprite, 120);
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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].shade = -12;
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sprite[nSprite].clipdist = 110;
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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].xrepeat = 87;
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sprite[nSprite].yrepeat = 96;
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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].picnum = 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = -1;
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// GrabTimeSlot(3);
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SetList[nSet].nAction = 1;
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SetList[nSet].nHealth = 8000;
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SetList[nSet].nSprite = nSprite;
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SetList[nSet].field_2 = 0;
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SetList[nSet].nTarget = -1;
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SetList[nSet].field_A = 90;
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SetList[nSet].field_C = 0;
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SetList[nSet].field_D = 0;
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SetChan[nSet] = nVal;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSet | 0x190000);
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// this isn't stored anywhere...
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runlist_AddRunRec(NewRun, nSet | 0x190000);
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nCreaturesLeft++;
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return nSet | 0x190000;
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}
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int BuildSoul(int nSet)
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{
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int nSetSprite = SetList[nSet].nSprite;
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int nSprite = insertsprite(sprite[nSetSprite].sectnum, 0);
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sprite[nSprite].cstat = 0x8000u;
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sprite[nSprite].shade = -127;
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sprite[nSprite].xrepeat = 1;
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sprite[nSprite].yrepeat = 1;
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sprite[nSprite].pal = 0;
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sprite[nSprite].clipdist = 5;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
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sprite[nSprite].ang = RandomSize(11);
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 65280 - RandomSize(10);
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sprite[nSprite].x = sprite[nSetSprite].x;
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sprite[nSprite].y = sprite[nSetSprite].y;
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short nSector = sprite[nSprite].sectnum;
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sprite[nSprite].z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetSpriteHeight(nSprite);
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sprite[nSprite].hitag = nSet;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = 0;
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// GrabTimeSlot(3);
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sprite[nSprite].owner = runlist_AddRunRec(NewRun, nSprite | 0x230000);
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return nSprite | 0x230000;
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}
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void FuncSoul(int pA, int, int nRun)
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{
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short nSoulSprite = RunData[nRun].nVal;
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int nMessage = pA & 0x7F0000;
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switch (nMessage)
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{
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case 0x20000:
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{
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seq_MoveSequence(nSoulSprite, SeqOffsets[kSeqSet] + 75, 0);
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if (sprite[nSoulSprite].xrepeat < 32)
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{
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sprite[nSoulSprite].xrepeat++;
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sprite[nSoulSprite].yrepeat++;
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}
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sprite[nSoulSprite].extra += (nSoulSprite & 0x0F) + 5;
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sprite[nSoulSprite].extra &= 0x7FF;
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int ebx = (Sin(sprite[nSoulSprite].extra + 512) >> 7);// *Sin(sprite[nSoulSprite].ang);
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if (movesprite(nSoulSprite, Sin(sprite[nSoulSprite].ang + 512) * ebx, Sin(sprite[nSoulSprite].ang) * ebx, sprite[nSoulSprite].zvel, 5120, 0, CLIPMASK0) & 0x10000)
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{
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int nSet = sprite[nSoulSprite].hitag;
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int nSetSprite = SetList[nSet].nSprite;
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sprite[nSoulSprite].cstat = 0;
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sprite[nSoulSprite].yrepeat = 1;
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sprite[nSoulSprite].xrepeat = 1;
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sprite[nSoulSprite].x = sprite[nSetSprite].x;
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sprite[nSoulSprite].y = sprite[nSetSprite].y;
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sprite[nSoulSprite].z = sprite[nSetSprite].z - (GetSpriteHeight(nSetSprite) >> 1);
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mychangespritesect(nSoulSprite, sprite[nSetSprite].sectnum);
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return;
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}
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}
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case 0x80000:
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case 0xA0000:
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case 0x90000:
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return;
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default:
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Printf("unknown msg %d for Soul\n", nMessage);
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}
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}
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void FuncSet(int a, int nDamage, int nRun)
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{
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int var_24 = 0;
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short nSet = RunData[nRun].nVal;
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assert(nSet >= 0 && nSet < kMaxSets);
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short nSprite = SetList[nSet].nSprite;
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short nAction = SetList[nSet].nAction;
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int nMessage = a & 0x7F0000;
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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 Set\n", nMessage);
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return;
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}
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case 0xA0000:
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{
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if (nAction == 5)
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{
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nDamage = runlist_CheckRadialDamage(nSprite);
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// fall through to case 0x80000
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}
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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 && SetList[nSet].nHealth > 0)
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{
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if (nAction != 1)
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{
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SetList[nSet].nHealth -= nDamage;
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}
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if (SetList[nSet].nHealth <= 0)
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{
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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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SetList[nSet].nHealth = 0;
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sprite[nSprite].cstat &= 0xFEFE;
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nCreaturesLeft--;
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if (nAction < 10)
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{
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SetList[nSet].field_2 = 0;
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SetList[nSet].nAction = 10;
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}
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}
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else if (nAction == 1)
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{
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SetList[nSet].nAction = 2;
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SetList[nSet].field_2 = 0;
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}
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}
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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[kSeqSet] + ActionSeq[nAction].a, SetList[nSet].field_2, ActionSeq[nAction].b);
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return;
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}
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case 0x20000:
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{
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Gravity(nSprite);
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short nSeq = SeqOffsets[kSeqSet] + ActionSeq[SetList[nSet].nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SetList[nSet].field_2);
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seq_MoveSequence(nSprite, nSeq, SetList[nSet].field_2);
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if (nAction == 3)
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{
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if (SetList[nSet].field_D) {
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SetList[nSet].field_2++;
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}
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}
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SetList[nSet].field_2++;
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if (SetList[nSet].field_2 >= SeqSize[nSeq])
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{
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SetList[nSet].field_2 = 0;
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var_24 = 1;
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}
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short nFlag = FrameFlag[SeqBase[nSeq] + SetList[nSet].field_2];
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short nTarget = SetList[nSet].nTarget;
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if (nTarget > -1 && nAction < 10)
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{
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if (!(sprite[nTarget].cstat & 0x101))
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{
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SetList[nSet].nTarget = -1;
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SetList[nSet].nAction = 0;
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nTarget = -1;
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SetList[nSet].field_2 = 0;
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}
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}
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int nVal = MoveCreature(nSprite);
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int nSprite_b = nSprite;
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pushmove_old(&sprite[nSprite].x, &sprite[nSprite].y, &sprite[nSprite].z, &sprite[nSprite].sectnum, sprite[nSprite].clipdist << 2, 5120, -5120, CLIPMASK0);
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if (sprite[nSprite].zvel > 4000)
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{
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if (nVal & 0x20000)
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{
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SetQuake(nSprite_b, 100);
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}
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}
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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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{
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if ((nSet & 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, 1000);
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}
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if (nTarget >= 0)
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{
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SetList[nSet].nAction = 3;
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SetList[nSet].field_2 = 0;
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SetList[nSet].nTarget = nTarget;
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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}
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}
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return;
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}
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case 1:
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{
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if (FindPlayer(nSprite, 1000) >= 0)
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{
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SetList[nSet].field_A--;
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if (SetList[nSet].field_A <= 0)
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{
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SetList[nSet].nAction = 2;
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SetList[nSet].field_2 = 0;
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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 (var_24)
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{
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SetList[nSet].nAction = 7;
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SetList[nSet].field_C = 0;
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SetList[nSet].field_2 = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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SetList[nSet].nTarget = FindPlayer(nSprite, 1000);
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}
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return;
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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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if (nFlag & 0x10 && nVal != 0x20000)
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{
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SetQuake(nSprite, 100);
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}
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int nCourse = PlotCourseToSprite(nSprite, nTarget);
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if ((nSet & 0x1F) == (totalmoves & 0x1F))
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{
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int nRand = RandomSize(3);
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switch (nRand)
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{
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case 0:
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case 2:
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{
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SetList[nSet].field_C = 0;
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SetList[nSet].nAction = 7;
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SetList[nSet].field_2 = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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return;
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}
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case 1:
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{
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PlotCourseToSprite(nSprite, nTarget);
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SetList[nSet].nAction = 6;
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SetList[nSet].field_2 = 0;
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SetList[nSet].field_E = 5;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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return;
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}
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default:
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{
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if (nCourse <= 100)
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{
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SetList[nSet].field_D = 0;
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}
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else
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{
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SetList[nSet].field_D = 1;
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}
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break;
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}
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}
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}
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// loc_338E2
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sprite[nSprite].xvel = Sin((sprite[nSprite].ang & 0xF8) + 512) >> 1;
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sprite[nSprite].yvel = Sin((sprite[nSprite].ang & 0xF8)) >> 1;
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if (SetList[nSet].field_D)
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{
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sprite[nSprite].xvel *= 2;
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sprite[nSprite].yvel *= 2;
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}
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if ((nVal & 0xC000) < 0x8000)
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{
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break;
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}
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else if ((nVal & 0xC000) == 0x8000)
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{
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short nWall = nVal & 0x3FFF;
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short nSector = wall[nWall].nextsector;
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if (nSector >= 0)
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{
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if ((sprite[nSprite].z - sector[nSector].floorz) < 55000)
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{
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if (sprite[nSprite].z > sector[nSector].ceilingz)
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{
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SetList[nSet].field_C = 1;
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SetList[nSet].nAction = 7;
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SetList[nSet].field_2 = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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return;
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}
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}
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}
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 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 ((nVal & 0xC000) == 0xC000)
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{
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if (nTarget == (nVal & 0x3FFF))
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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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SetList[nSet].nAction = 4;
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SetList[nSet].field_2 = 0;
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}
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break;
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}
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else
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{
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SetList[nSet].field_C = 1;
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SetList[nSet].nAction = 7;
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SetList[nSet].field_2 = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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return;
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}
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}
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break;
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}
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else
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{
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SetList[nSet].nAction = 0;
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SetList[nSet].field_2 = 0;
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return;
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}
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}
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case 4:
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{
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if (nTarget == -1)
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{
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SetList[nSet].nAction = 0;
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SetList[nSet].field_A = 50;
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}
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else
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{
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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
|