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ob_head.c
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/* :ts=8 bk=0
*
* ob_head.c:
*
* Jon Leupp 9307.14
*/
#include <types.h>
#include <mem.h>
#include <operamath.h>
#include <graphics.h>
#include "castle.h"
#include "objects.h"
#include "anim.h"
#include "imgfile.h"
#include "app_proto.h"
/***************************************************************************
* Globals.
*/
extern MapEntry levelmap[WORLDSIZ][WORLDSIZ];
extern Vertex playerpos;
extern int32 playerhealth;
/***************************************************************************
* Structure definitions for this object.
*/
#define MINDIST_HEAD (ONE_F16 << 1)
#define MINDIST_HEADSHOT (ONE_F16 >> 3) // was >> 1
#define STEPLEN_HEAD ((ONE_F16) >> 4)
#define CIRCLELEN_HEAD ((ONE_F16) >> 5)
#define SHOTLEN_HEAD (0x4000)
#define HEADANIMSPEED 10
#define HEADATTACKDELAY 1200
#define ANTICDELAY 800
#define SNARLDELAY 400
#define HEADVERTS 2
#define HEADDEATHSND 112
// put here for now to keep this all together
#define OBS_CIRCLE_LEFT (OBS_DEAD + 1)
#define OBS_CIRCLE_RIGHT (OBS_DEAD + 2)
#define OBS_SHOT (OBS_DEAD + 3)
#define OBS_SHOTDYING (OBS_DEAD + 4)
#define OBS_SPIT (OBS_DEAD + 5)
typedef struct DefHead {
struct ObDef od;
struct CelArray *dm_Images;
struct CelArray *dm_Wait,
*dm_Anticipate,
*dm_Snarl,
*dm_Transform,
*dm_BadHead,
*dm_Spit,
*dm_Recharge,
*dm_Sploogie,
*dm_Death,
*dm_SploogieDeath;
} DefHead;
typedef struct ObHead {
struct Object ob;
struct CelArray *om_CurSeq;
struct MapEntry *om_ME;
struct AnimDef om_AnimDef;
Vertex om_Pos;
frac16 om_Dir;
int32 om_CurFrame;
int32 om_AtkDly;
int32 om_Hits;
} ObHead;
/***************************************************************************
* $(EXPLETIVE) forward reference to placate $(EXPLETIVE) compiler.
*/
static int32 head (struct ObHead *, int, void *);
static void animhead(struct ObHead *om,int nvbls);
/***************************************************************************
* Object definition instance.
*/
struct DefHead def_Head = {
{ head,
OTYP_HEAD,
0,
0,
0,
0,
NULL
},
NULL, NULL, NULL, NULL, NULL, NULL
};
struct DefHead def_BossHead = {
{ head,
OTYP_BOSSHEAD,
0,
0,
0,
0,
NULL
},
NULL, NULL, NULL, NULL, NULL, NULL
};
/***************************************************************************
* External globals.
*/
extern uint32 ccbextra;
extern Vertex obverts[];
extern int32 nobverts;
extern CCB *curccb;
extern uint32 linebuf[];
extern Object **obtab;
extern int32 obtabsiz;
/***************************************************************************
* Head
*/
static int32
head (om, op, dat)
register struct ObHead *om;
int op;
void *dat;
{
switch (op) {
case OP_FIATLUX:
loadhead ();
break;
case OP_DESTRUCT:
if (def_Head.od.od_ObCount > 0)
/* You haven't deleted them all... */
return (def_Head.od.od_ObCount);
else
destructhead ();
break;
case OP_CREATEOB:
if (om == (struct ObHead *)&def_Head)
return ((int32) createStdObject ((ObDef *) &def_Head,
OTYP_HEAD,
sizeof (ObHead),
0,
dat));
else
return ((int32) createStdObject ((ObDef *) &def_BossHead,
OTYP_BOSSHEAD,
sizeof (ObHead),
0,
dat));
case OP_DELETEOB:
// printf("* Delete in *\n");
deleteStdObject ((Object *) om);
break;
case OP_INITOB:
{
register InitData *id;
id = dat;
om->ob.ob_State = OBS_ASLEEP;
om->ob.ob_Flags = OBF_MOVE | OBF_REGISTER | OBF_RENDER |
OBF_SHOOT;
om->om_CurSeq = def_Head.dm_Wait;
om->om_Dir =
om->om_CurFrame = 0;
om->om_ME = id->id_MapEntry;
om->om_Pos.X = Convert32_F16 (id->id_XIdx) + HALF_F16;
om->om_Pos.Z = Convert32_F16 (id->id_ZIdx) + HALF_F16;
om->om_AnimDef.ad_FPS = HEADANIMSPEED;
om->om_AnimDef.ad_Counter = VBLANKFREQ;
om->om_Hits = 1;
if (om->ob.ob_Type == OTYP_BOSSHEAD)
om->om_Hits = 12;
om->om_AtkDly = HEADATTACKDELAY;
break;
}
case OP_MOVE:
{
register frac16 dist, dir;
register int x, z;
MapEntry *me;
Vector step;
int nframes,stepsize;
int i; //headshot
register Object **obt; // for shot
register ObDef *od;
ObHead *oh;
nframes = (int) dat;
om->om_AtkDly-=nframes;
if (om->om_AtkDly<0) om->om_AtkDly = 0;
animhead (om,nframes);
if (om->ob.ob_State == OBS_DEAD) {
om->ob.ob_State = OBS_INVALID; // Mark inactive.
removeobfromme ((Object *) om, om->om_ME);
break;
}
if (((x = om->ob.ob_State) != OBS_CHASING) &&
(x != OBS_SHOT) &&
(x != OBS_SPIT) &&
(x != OBS_ATTACKING) &&
(x != OBS_CIRCLE_RIGHT) &&
(x != OBS_CIRCLE_LEFT))
/* Nuthin' to do. */
return (0);
step.X = playerpos.X - om->om_Pos.X;
step.Y = 0;
step.Z = playerpos.Z - om->om_Pos.Z;
dist = approx2dist (step.X, step.Z, 0, 0);
dir = om->om_Dir;
// generate shot
if ((om->om_CurSeq == def_Head.dm_Spit) &&
(om->om_CurFrame > 2))
{
//printf ("Trying to create head shot. obtabsiz = %d: ", obtabsiz);
for (obt = obtab, i = 0; i < obtabsiz; obt++, i++) {
oh = (ObHead *) *obt;
if (!oh)
break;
if (((oh->ob.ob_Type == OTYP_HEAD)||(oh->ob.ob_Type == OTYP_BOSSHEAD)) &&
oh->ob.ob_State == OBS_INVALID)
break;
}
if (i < obtabsiz) { // found empty object slot (or dead head)
if (oh) {
od = oh->ob.ob_Def;
if ((od->od_Func)
(oh, OP_DELETEOB, NULL) < 0)
die ("Failed to delete object.\n");
}
if ((!(oh = (ObHead *) (head (NULL,OP_CREATEOB,NULL)))))
die ("Can't create object.\n");
me = om->om_ME;
oh->ob.ob_State = OBS_SHOT;
oh->ob.ob_Flags = OBF_MOVE | OBF_REGISTER | OBF_RENDER |
OBF_SHOOT;
oh->om_CurSeq = def_Head.dm_Sploogie;
oh->om_Dir = om->om_Dir = Atan2F16 (step.X, step.Z);
oh->om_CurFrame = 0;
oh->om_ME = me;
oh->om_Pos.X = om->om_Pos.X;
oh->om_Pos.Z = om->om_Pos.Z;
oh->om_AnimDef.ad_FPS = om->om_AnimDef.ad_FPS;
oh->om_AnimDef.ad_Counter = om->om_AnimDef.ad_Counter;
addobtome ((Object *) oh, me);
*obt = (Object *) oh;
}
}
// end shot generation code
if (x == OBS_SHOT) { // shot
// printf(">>>Head shot dist = 0x%lx\n",dist);
if (dist < MINDIST_HEADSHOT) {
/*
* Head takes from 8 - 15 points off.
*/
// printf("Head shot should be doing damage here\n");
takedamage ((rand () & 7) + 8);
x = OBS_DYING;
om->om_CurFrame = 0;
om->om_CurSeq = def_Head.dm_SploogieDeath;
}
}
else if (x != OBS_SPIT) {
dir = om->om_Dir = Atan2F16 (step.X, step.Z);
if (dist < MINDIST_HEAD) {
dir ^= 0x800000;
if (x == OBS_CHASING) {
if (rand()&1) x = OBS_CIRCLE_RIGHT;
else x = OBS_CIRCLE_LEFT;
}
}
else {
if (dist > MINDIST_HEAD + (STEPLEN_HEAD<<1)) x = OBS_CHASING;
if (x == OBS_CIRCLE_LEFT) {
if (!(rand()&0x1f)) x = OBS_CIRCLE_RIGHT;
else dir = (dir - 0x400000)& 0xffffff; // turn 90 degrees
}
else if (x == OBS_CIRCLE_RIGHT) {
if (!(rand()&0x1f)) x = OBS_CIRCLE_LEFT;
else dir = (dir + 0x400000)& 0xffffff;
}
}
}
// else
// dist = 0;
if (x == OBS_CIRCLE_RIGHT || x == OBS_CIRCLE_LEFT)
stepsize = CIRCLELEN_HEAD;
else if (x == OBS_SHOT)
stepsize = SHOTLEN_HEAD;
else if (x == OBS_SPIT)
stepsize = 0;
else
stepsize = STEPLEN_HEAD;
step.X = MulSF16 (CosF16 (dir), stepsize);
step.Z = MulSF16 (SinF16 (dir), stepsize);
if (moveposition
(&om->om_Pos, &step, (Object *) om, TRUE, FALSE))
{
if (x == OBS_CIRCLE_LEFT) x = OBS_CIRCLE_RIGHT;
else if (x == OBS_CIRCLE_RIGHT) x = OBS_CIRCLE_LEFT;
else if (x == OBS_SHOT) {
x = OBS_DYING;
// printf("Head shot hit wall ----\n");
om->om_CurFrame = 0;
om->om_CurSeq = def_Head.dm_SploogieDeath;
}
}
om->ob.ob_State = x;
x = ConvertF16_32 (om->om_Pos.X);
z = ConvertF16_32 (om->om_Pos.Z);
if ((me = &levelmap[z][x]) != om->om_ME) {
removeobfromme ((Object *) om, om->om_ME);
addobtome ((Object *) om, me);
om->om_ME = me;
}
break;
}
case OP_REGISTER:
{
register Vertex *zv;
if (nobverts + HEADVERTS > NOBVERTS)
break;
om->ob.ob_VertIdx = nobverts;
zv = obverts + nobverts;
zv->X = om->om_Pos.X;
zv->Y = om->om_Pos.Y - (ONE_F16>>2);
zv->Z = om->om_Pos.Z;
zv++;
zv->X = om->om_Pos.X;
zv->Y = om->om_Pos.Y - (ONE_F16>>2) - ONE_F16;
zv->Z = om->om_Pos.Z;
nobverts += HEADVERTS;
break;
}
case OP_RENDER:
{
register CCB *ccb, *srcccb;
register Vertex *vp;
register frac16 x, y;
Point corner[4];
static int32 TestPLUT[] =
{
0x29084391,0x4d5009c5,
0x422259e6,0x53f21521,
0x39e22883,0x2e4728e9,
0x2e6a29a9,0x264b1dc5,
0x6e945374,0x2a060d63,
0x00001846,0x2d234a2d,
0x45e63148,0x4ed32d50,
0x5ded2468,0x18650000,
};
vp = obverts + om->ob.ob_VertIdx;
if (vp->Z < (ZCLIP >> 8))
return(0);
srcccb = om->om_CurSeq->celptrs[om->om_CurFrame];
x = PIXELS2UNITS (REALCELDIM (srcccb->ccb_Width));
y = PIXELS2UNITS (REALCELDIM (srcccb->ccb_Height));
x = ConvertF16_32 ((vp[0].Y - vp[1].Y) * x);
y = ConvertF16_32 ((vp[0].Y - vp[1].Y) * y);
corner[0].pt_X = vp[0].X - (x >> 1);
corner[0].pt_Y = corner[1].pt_Y = vp[0].Y - y;
corner[1].pt_X = corner[0].pt_X + x;
corner[2].pt_X = corner[1].pt_X;
corner[2].pt_Y = corner[3].pt_Y = vp[0].Y;
corner[3].pt_X = corner[0].pt_X;
if (!testlinebuf (linebuf, corner[0].pt_X, corner[1].pt_X))
break;
ccb = curccb++;
ccb->ccb_Flags = srcccb->ccb_Flags;
ccb->ccb_SourcePtr = srcccb->ccb_SourcePtr;
ccb->ccb_PLUTPtr = srcccb->ccb_PLUTPtr;
if (om->om_Hits > 1) {
ccb->ccb_PLUTPtr = TestPLUT;
}
ccb->ccb_PIXC = srcccb->ccb_PIXC;
ccb->ccb_PRE0 = srcccb->ccb_PRE0;
ccb->ccb_PRE1 = srcccb->ccb_PRE1;
ccb->ccb_Width = srcccb->ccb_Width;
ccb->ccb_Height = srcccb->ccb_Height;
FasterMapCel (ccb, corner);
ccb->ccb_Flags &= ~CCB_LAST;
/*
* Disgusting hack for shot targeting.
*/
vp[0].X = corner[0].pt_X;
vp[0].Y = corner[1].pt_X;
/*
* We saw him, so he sees us.
*/
if (om->ob.ob_State == OBS_ASLEEP)
om->ob.ob_State = OBS_AWAKENING;
// why not making dead = invalid anymore????????
else if (om->ob.ob_State == OBS_DEAD) {
om->ob.ob_State = OBS_INVALID; // Remove from list.
removeobfromme ((Object *) om, om->om_ME);
}
break;
}
case OP_SHOT:
{
register Vertex *ov;
ov = obverts + om->ob.ob_VertIdx;
if (ov->X <= CX && ov->Y >= CX && (om->ob.ob_State != OBS_DYING)) {
if (om->om_CurSeq == def_Head.dm_Sploogie) {
om->om_CurSeq = def_Head.dm_SploogieDeath;
om->ob.ob_State = OBS_DYING;
om->om_CurFrame = 0;
return (obverts[om->ob.ob_VertIdx].Z << 8);
} else
{
if (om->om_AtkDly) {
om->om_AtkDly = 0;
return (0);
}
else {
om->om_CurFrame = 0;
if (!(--(om->om_Hits))) {
om->om_CurSeq = def_Head.dm_Death;
om->ob.ob_State = OBS_DYING;
playsound (HEADDEATHSND);
return (obverts[om->ob.ob_VertIdx].Z << 8);
}
else {
om->ob.ob_State = OBS_AWAKENING;
om->om_CurSeq = def_Head.dm_Snarl;
return (obverts[om->ob.ob_VertIdx].Z << 8); //????
}
}
}
}
break;
}
} // switch()
return (0);
}
void
loadhead ()
{
register CCB *ccb;
register int i;
int waitanim[] = {0,1,2,3,4,5,4,3,2,1,-1};
int anticipateanim[] = {6,7,8,9,8,7,6,-1}; // from 1 or 2
int snarlanim[] = {10,11,12,13,14,15,16,15,14,-1}; // from 8
int transformanim[] = {24,25,26,27,28,28,29,30,31,31,32,
33,34,35,36,37,38,-1}; // from 8 or 12
int badheadanim[] = {40,41,42,43,44,45,46,47,48,-1};
int spitanim[] = {48,49,50,51,56,55,56,55,54,53,52,51,50,49,48,-1};
int rechargeanim[] = {57,58,59,60,61,62,63,64,65,66,58,-1};
int sploogieanim[] = {81,82,83,84,85,-1};
int deathanim[] = {67,68,69,70,71,72,73,74,75,76,77,78,79,80,-1};
int sploogiedeathanim[] = {86,87,88,-1};
/*
* Load and initialize cels. (Will get converted to LOAF.)
*/
if (!(def_Head.dm_Images = parse3DO ("$progdir/head.cels")))
die ("Couldn't load head.\n");
printf("*** head ncels = %d\n",def_Head.dm_Images->ncels);
for (i = def_Head.dm_Images->ncels; --i >= 0; ) {
ccb = def_Head.dm_Images->celptrs[i];
ccb->ccb_Flags |= CCB_NPABS | CCB_LDSIZE | CCB_LDPRS |
CCB_LDPPMP | CCB_YOXY | CCB_ACW | ccbextra;
ccb->ccb_Flags &= ~(CCB_ACCW | CCB_TWD);
}
/*
* Set up animation sequencing descriptors.
*/
setupanimarray(&def_Head.dm_Wait,waitanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_Anticipate,anticipateanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_Snarl,snarlanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_Transform,transformanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_BadHead,badheadanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_Spit,spitanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_Recharge,rechargeanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_Death,deathanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_Sploogie,sploogieanim,def_Head.dm_Images->celptrs);
setupanimarray(&def_Head.dm_SploogieDeath,sploogiedeathanim,def_Head.dm_Images->celptrs);
loadsound ("HEADEXPLODE1.aifc",HEADDEATHSND);
}
void
destructhead ()
{
if (def_Head.dm_Wait) {
freecelarray (def_Head.dm_Wait);
def_Head.dm_Wait = NULL;
}
if (def_Head.dm_Anticipate) {
freecelarray (def_Head.dm_Anticipate);
def_Head.dm_Anticipate = NULL;
}
if (def_Head.dm_Snarl) {
freecelarray (def_Head.dm_Snarl);
def_Head.dm_Snarl = NULL;
}
if (def_Head.dm_Transform) {
freecelarray (def_Head.dm_Transform);
def_Head.dm_Transform = NULL;
}
if (def_Head.dm_BadHead) {
freecelarray (def_Head.dm_BadHead);
def_Head.dm_BadHead = NULL;
}
if (def_Head.dm_Spit) {
freecelarray (def_Head.dm_Spit);
def_Head.dm_Spit = NULL;
}
if (def_Head.dm_Recharge) {
freecelarray (def_Head.dm_Recharge);
def_Head.dm_Recharge = NULL;
}
if (def_Head.dm_Death) {
freecelarray (def_Head.dm_Death);
def_Head.dm_Death = NULL;
}
if (def_Head.dm_SploogieDeath) {
freecelarray (def_Head.dm_SploogieDeath);
def_Head.dm_SploogieDeath = NULL;
}
if (def_Head.dm_Images) {
freecelarray (def_Head.dm_Images);
def_Head.dm_Images = NULL;
}
unloadsound (HEADDEATHSND);
}
static void
animhead (om, nvbls)
register struct ObHead *om;
int nvbls;
{
register CelArray *ca;
register int i;
ca = om->om_CurSeq;
// i = nextanimframe (&om->om_AnimDef, om->om_CurFrame, nvbls);
i = om->om_CurFrame + 1;
switch (om->ob.ob_State) {
case OBS_AWAKENING:
if (i >= ca->ncels) {
i = 0;
if (om->om_CurSeq == def_Head.dm_Wait) {
if (om->om_AtkDly < ANTICDELAY) {
om->om_CurSeq = def_Head.dm_Anticipate;
}
}
else if (om->om_CurSeq == def_Head.dm_Anticipate) {
if (om->om_AtkDly < SNARLDELAY) {
om->om_CurSeq = def_Head.dm_Snarl;
}
}
else if (om->om_CurSeq == def_Head.dm_Snarl) {
if (!om->om_AtkDly) {
om->om_CurSeq = def_Head.dm_Transform;
}
}
else if (om->om_CurSeq == def_Head.dm_Transform) {
om->om_CurSeq = def_Head.dm_BadHead;
om->ob.ob_State = OBS_CHASING;
}
}
om->om_CurFrame = i;
break;
case OBS_CHASING:
case OBS_CIRCLE_LEFT:
case OBS_CIRCLE_RIGHT:
if (i >= ca->ncels) {
i = 0;
if (!(rand () & 0x3)) {
om->om_CurSeq = def_Head.dm_Spit;
om->ob.ob_State = OBS_SPIT;
}
}
om->om_CurFrame = i;
break;
case OBS_SPIT:
if (i >= ca->ncels) {
// printf("ob_State = OBS_SPIT, om->om_CurSeq = %lx, (def_Head.dm_Spit = %lx)\n",
// om->om_CurSeq,def_Head.dm_Spit);
i = 0;
if (om->om_CurSeq == def_Head.dm_Spit)
om->om_CurSeq = def_Head.dm_Recharge;
else {
om->ob.ob_State = OBS_CHASING;
om->om_CurSeq = def_Head.dm_BadHead;
}
}
om->om_CurFrame = i;
break;
case OBS_SHOT:
if (i >= ca->ncels) {
i = 0;
}
om->om_CurFrame = i;
break;
case OBS_DYING:
if (i >= ca->ncels)
om->ob.ob_State = OBS_DEAD;
else
om->om_CurFrame = i;
break;
case OBS_ASLEEP:
// check for proximity then switch to spot
/* if (i >= ca->ncels) {
i = 0;
om->ob.ob_State = OBS_AWAKENING;
om->om_CurSeq = def_Head.dm_Spot;
}
om->om_CurFrame = i;
*/
break;
case OBS_DEAD:
break;
}
}