mirror of
https://github.com/ZDoom/Raze.git
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498 lines
15 KiB
C++
498 lines
15 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 "exhumed.h"
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#include "aistuff.h"
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#include "engine.h"
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#include "sequence.h"
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#include "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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enum { kMaxAnubis = 80 };
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struct Anubis
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{
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short nHealth;
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short nFrame;
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short nAction;
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short nSprite;
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short nTarget;
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short f;
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short g;
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short h;
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};
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Anubis AnubisList[kMaxAnubis];
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short AnubisCount = -1;
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static actionSeq AnubisSeq[] = {
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{ 0, 0 },
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{ 8, 0 },
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{ 16, 0 },
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{ 24, 0 },
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{ 32, 0 },
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{ -1, 0 },
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{ 46, 1 },
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{ 46, 1 },
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{ 47, 1 },
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{ 49, 1 },
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{ 49, 1 },
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{ 40, 1 },
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{ 42, 1 },
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{ 41, 1 },
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{ 43, 1 },
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};
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short nAnubisDrum = 0;
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static SavegameHelper sghanubis("anubis",
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SA(AnubisList),
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SV(AnubisCount),
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SV(nAnubisDrum),
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nullptr);
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void InitAnubis()
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{
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AnubisCount = kMaxAnubis;
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nAnubisDrum = 1;
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}
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int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
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{
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AnubisCount--;
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short nAnubis = AnubisCount;
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if (nAnubis < 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, 101);
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}
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else
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{
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changespritestat(nSprite, 101);
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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].xoffset = 0;
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sprite[nSprite].shade = -12;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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sprite[nSprite].clipdist = 60;
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sprite[nSprite].ang = nAngle;
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sprite[nSprite].xrepeat = 40;
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sprite[nSprite].yrepeat = 40;
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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].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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if (bIsDrummer)
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{
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AnubisList[nAnubis].nAction = nAnubisDrum + 6;
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nAnubisDrum++;
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if (nAnubisDrum >= 5) {
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nAnubisDrum = 0;
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}
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}
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else
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{
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AnubisList[nAnubis].nAction = 0;
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}
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AnubisList[nAnubis].nHealth = 540;
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AnubisList[nAnubis].nFrame = 0;
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AnubisList[nAnubis].nSprite = nSprite;
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AnubisList[nAnubis].nTarget = -1;
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AnubisList[nAnubis].g = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nAnubis | 0x90000);
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runlist_AddRunRec(NewRun, nAnubis | 0x90000);
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nCreaturesTotal++;
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return nAnubis | 0x90000;
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}
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void FuncAnubis(int a, int nDamage, int nRun)
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{
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short nAnubis = RunData[nRun].nVal;
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assert(nAnubis >= 0 && nAnubis < kMaxAnubis);
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short nSprite = AnubisList[nAnubis].nSprite;
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short nAction = AnubisList[nAnubis].nAction;
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bool bVal = false;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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default:
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{
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DebugOut("unknown msg %d for Anubis\n", nMessage);
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return;
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}
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case 0x20000:
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{
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if (nAction < 11) {
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Gravity(nSprite);
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}
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short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
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seq_MoveSequence(nSprite, nSeq, AnubisList[nAnubis].nFrame);
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, AnubisList[nAnubis].nFrame);
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AnubisList[nAnubis].nFrame++;
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if (AnubisList[nAnubis].nFrame >= SeqSize[nSeq])
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{
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AnubisList[nAnubis].nFrame = 0;
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bVal = true;
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}
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short nTarget = AnubisList[nAnubis].nTarget;
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short nFrame = SeqBase[nSeq] + AnubisList[nAnubis].nFrame;
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short nFlag = FrameFlag[nFrame];
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int nMov = 0;
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if (nAction > 0 && nAction < 11) {
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nMov = MoveCreatureWithCaution(nSprite);
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}
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switch (nAction)
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{
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case 0:
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{
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if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0) {
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nTarget = FindPlayer(nSprite, 100);
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}
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if (nTarget >= 0)
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{
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D3PlayFX(StaticSound[kSound8], nSprite);
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AnubisList[nAnubis].nAction = 1;
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AnubisList[nAnubis].nFrame = 0;
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AnubisList[nAnubis].nTarget = nTarget;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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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 ((nAnubis & 0x1F) == (totalmoves & 0x1F))
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{
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PlotCourseToSprite(nSprite, nTarget);
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int nAngle = sprite[nSprite].ang & 0xFFF8;
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sprite[nSprite].xvel = Cos(nAngle) >> 2;
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sprite[nSprite].yvel = Sin(nAngle) >> 2;
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}
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switch (nMov & 0xC000)
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{
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case 0xC000:
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{
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if ((nMov & 0x3FFF) == nTarget)
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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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int nAngDiff = AngleDiff(sprite[nSprite].ang, nAng);
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if (nAngDiff < 64)
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{
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AnubisList[nAnubis].nAction = 2;
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AnubisList[nAnubis].nFrame = 0;
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}
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break;
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}
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// else we fall through to 0x8000
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fallthrough__;
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}
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case 0x8000:
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{
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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break;
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}
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default:
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{
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if (AnubisList[nAnubis].g)
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{
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AnubisList[nAnubis].g--;
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}
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else
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{
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AnubisList[nAnubis].g = 60;
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if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
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{
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if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum,
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sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
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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].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
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AnubisList[nAnubis].nAction = 3;
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AnubisList[nAnubis].nFrame = 0;
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}
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}
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}
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break;
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}
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}
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break;
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}
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case 2:
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{
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if (nTarget == -1)
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{
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AnubisList[nAnubis].nAction = 0;
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AnubisList[nAnubis].g = 50;
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}
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else
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{
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if (PlotCourseToSprite(nSprite, nTarget) >= 768)
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{
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AnubisList[nAnubis].nAction = 1;
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}
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else
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{
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if (nFlag & 0x80)
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{
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runlist_DamageEnemy(nTarget, nSprite, 7);
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}
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}
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}
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break;
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}
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case 3:
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{
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if (bVal)
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{
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AnubisList[nAnubis].nAction = 1;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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AnubisList[nAnubis].nFrame = 0;
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}
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else
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{
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// loc_25718:
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if (nFlag & 0x80)
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{
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BuildBullet(nSprite, 8, 0, 0, -1, sprite[nSprite].ang, nTarget + 10000, 1);
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}
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}
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return;
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}
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case 4:
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case 5:
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{
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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if (bVal)
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{
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AnubisList[nAnubis].nAction = 1;
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AnubisList[nAnubis].nFrame = 0;
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}
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return;
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}
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case 6:
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case 7:
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case 8:
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case 9:
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case 10:
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{
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if (bVal)
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{
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AnubisList[nAnubis].nAction = (RandomSize(3) % 5) + 6;
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AnubisList[nAnubis].nFrame = 0;
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}
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return;
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}
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case 11:
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case 12:
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{
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if (bVal)
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{
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AnubisList[nAnubis].nAction = nAction + 2;
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AnubisList[nAnubis].nFrame = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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return;
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}
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case 13:
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case 14:
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{
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sprite[nSprite].cstat &= 0xFEFE;
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return;
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}
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default:
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return;
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}
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// loc_2564C:
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if (nAction && nTarget != -1)
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{
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if (!(sprite[nTarget].cstat & 0x101))
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{
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AnubisList[nAnubis].nAction = 0;
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AnubisList[nAnubis].nFrame = 0;
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AnubisList[nAnubis].g = 100;
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AnubisList[nAnubis].nTarget = -1;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 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 & 0xFFFF, SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a, AnubisList[nAnubis].nFrame, AnubisSeq[nAction].b);
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break;
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}
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case 0xA0000: // fall through to next case
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{
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if (nAction >= 11) {
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return;
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}
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nDamage = runlist_CheckRadialDamage(nSprite);
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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)
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{
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if (AnubisList[nAnubis].nHealth <= 0)
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return;
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AnubisList[nAnubis].nHealth -= nDamage;
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if (AnubisList[nAnubis].nHealth > 0)
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{
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short nTarget = a & 0xFFFF;
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// loc_258D6:
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if (nTarget < 0) {
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return;
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}
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if (sprite[nTarget].statnum == 100 || sprite[nTarget].statnum < 199)
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{
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if (!RandomSize(5)) {
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AnubisList[nAnubis].nTarget = nTarget;
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}
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}
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if (RandomSize(1))
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{
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if (nAction >= 6 && nAction <= 10)
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{
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int nDrumSprite = insertsprite(sprite[nSprite].sectnum, kStatAnubisDrum);
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sprite[nDrumSprite].x = sprite[nSprite].x;
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sprite[nDrumSprite].y = sprite[nSprite].y;
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sprite[nDrumSprite].z = sector[sprite[nDrumSprite].sectnum].floorz;
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sprite[nDrumSprite].xrepeat = 40;
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sprite[nDrumSprite].yrepeat = 40;
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sprite[nDrumSprite].shade = -64;
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BuildObject(nDrumSprite, 2, 0);
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}
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AnubisList[nAnubis].nAction = 4;
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AnubisList[nAnubis].nFrame = 0;
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}
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else
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{
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// loc_259B5:
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D3PlayFX(StaticSound[kSound39], nSprite);
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}
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}
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else
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{
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// he ded.
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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].z = sector[sprite[nSprite].sectnum].floorz;
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sprite[nSprite].cstat &= 0xFEFE;
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AnubisList[nAnubis].nHealth = 0;
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nCreaturesKilled++;
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if (nAction < 11)
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{
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DropMagic(nSprite);
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AnubisList[nAnubis].nAction = (nMessage == 0xA0000) + 11;
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AnubisList[nAnubis].nFrame = 0;
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}
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}
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}
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return;
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}
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}
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}
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END_PS_NS
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