mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
79d0818201
The data organization here is a mess, no wonder that this game could only save at the beginning of a level. Fortunately it's all static so no allocations and pointers to track.
601 lines
16 KiB
C++
601 lines
16 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 "fish.h"
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#include "anims.h"
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#include "engine.h"
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#include "sequence.h"
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#include "random.h"
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#include "runlist.h"
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#include "exhumed.h"
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#include "move.h"
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#include "trigdat.h"
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#include "init.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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#define kMaxFishes 128
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#define kMaxChunks 128
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short FishSprite = -1;
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short FishCount = 0;
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static actionSeq ActionSeq[] = {
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{8, 0},
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{8, 0},
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{0, 0},
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{24, 0},
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{8, 0},
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{32, 1},
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{33, 1},
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{34, 1},
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{35, 1},
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{39, 1}
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};
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short nChunksFree;
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int nFreeChunk[kMaxChunks] = { 0 };
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struct Fish
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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_E;
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};
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struct Chunk
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{
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short nSprite;
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short field_2;
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short field_4;
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short field_6;
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};
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Fish FishList[kMaxFishes];
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Chunk FishChunk[kMaxChunks];
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static SavegameHelper sgh("fish",
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SV(FishSprite),
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SV(FishCount),
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SV(nChunksFree),
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SA(nFreeChunk),
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SA(FishList),
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SA(FishChunk),
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nullptr);
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void InitFishes()
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{
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FishCount = 0;
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FishSprite = 1;
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nChunksFree = kMaxChunks;
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for (int i = 0; i < kMaxChunks; i++) {
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nFreeChunk[i] = i;
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}
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}
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int BuildFishLimb(short nFish, short edx)
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{
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if (nChunksFree <= 0) {
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return -1;
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}
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short nSprite = FishList[nFish].nSprite;
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nChunksFree--;
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int nFree = nFreeChunk[nChunksFree];
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int nSprite2 = insertsprite(sprite[nSprite].sectnum, 99);
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assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
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FishChunk[nFree].nSprite = nSprite2;
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FishChunk[nFree].field_4 = edx + 40;
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FishChunk[nFree].field_2 = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + edx + 40];
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sprite[nSprite2].x = sprite[nSprite].x;
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sprite[nSprite2].y = sprite[nSprite].y;
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sprite[nSprite2].z = sprite[nSprite].z;
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sprite[nSprite2].cstat = 0;
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sprite[nSprite2].shade = -12;
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sprite[nSprite2].pal = 0;
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sprite[nSprite2].xvel = (RandomSize(5) - 16) << 8;
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sprite[nSprite2].yvel = (RandomSize(5) - 16) << 8;
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sprite[nSprite2].xrepeat = 64;
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sprite[nSprite2].yrepeat = 64;
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sprite[nSprite2].xoffset = 0;
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sprite[nSprite2].yoffset = 0;
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sprite[nSprite2].zvel = (-(RandomByte() + 512)) * 2;
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// not sure what's going on here... return value doesn't seem to be used
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seq_GetSeqPicnum(kSeqFish, FishChunk[nFree].field_4, 0);
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sprite[nSprite2].picnum = edx;
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sprite[nSprite2].lotag = runlist_HeadRun() + 1;
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sprite[nSprite2].clipdist = 0;
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// GrabTimeSlot(3);
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sprite[nSprite2].extra = -1;
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sprite[nSprite2].owner = runlist_AddRunRec(sprite[nSprite2].lotag - 1, nFree | 0x200000);
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sprite[nSprite2].hitag = runlist_AddRunRec(NewRun, nFree | 0x200000);
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return nFree | 0x200000;
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}
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void BuildBlood(int x, int y, int z, short nSector)
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{
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BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128);
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}
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void FuncFishLimb(int a, int UNUSED(nDamage), int nRun)
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{
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short nFish = RunData[nRun].nVal;
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short nSprite = FishChunk[nFish].nSprite;
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].field_4;
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int nMessage = a & 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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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].field_2);
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Gravity(nSprite);
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FishChunk[nFish].field_2++;
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if (FishChunk[nFish].field_2 >= SeqSize[nSeq])
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{
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FishChunk[nFish].field_2 = 0;
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if (RandomBit()) {
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BuildBlood(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
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}
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}
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int FloorZ = sector[sprite[nSprite].sectnum].floorz;
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if (FloorZ <= sprite[nSprite].z)
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{
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sprite[nSprite].z += 256;
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if ((sprite[nSprite].z - FloorZ) > 25600)
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{
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sprite[nSprite].zvel = 0;
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runlist_DoSubRunRec(sprite[nSprite].owner);
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runlist_FreeRun(sprite[nSprite].lotag - 1);
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runlist_SubRunRec(sprite[nSprite].hitag);
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mydeletesprite(nSprite);
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}
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else if ((sprite[nSprite].z - FloorZ) > 0)
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{
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sprite[nSprite].zvel = 1024;
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}
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return;
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}
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else
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{
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if (movesprite(nSprite, sprite[nSprite].xvel << 8, sprite[nSprite].yvel << 8, sprite[nSprite].zvel, 2560, -2560, CLIPMASK1))
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{
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 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, nSeq, FishChunk[nFish].field_2, 1);
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return;
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}
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}
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}
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int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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{
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short nFish = FishCount;
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FishCount++;
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if (nFish >= kMaxFishes) {
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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, 103);
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}
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else
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{
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x = sprite[nSprite].x;
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y = sprite[nSprite].y;
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z = sprite[nSprite].z;
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nAngle = sprite[nSprite].ang;
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changespritestat(nSprite, 103);
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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 = 80;
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sprite[nSprite].xrepeat = 40;
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sprite[nSprite].yrepeat = 40;
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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].picnum = seq_GetSeqPicnum(kSeqFish, ActionSeq[0].a, 0);
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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].ang = nAngle;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].extra = -1;
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// GrabTimeSlot(3);
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FishList[nFish].nAction = 0;
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FishList[nFish].nHealth = 200;
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FishList[nFish].nSprite = nSprite;
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FishList[nFish].nTarget = -1;
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FishList[nFish].field_C = 60;
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FishList[nFish].field_2 = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nFish | 0x120000);
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FishList[nFish].field_E = runlist_AddRunRec(NewRun, nFish | 0x120000);
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nCreaturesLeft++;
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return nFish | 0x120000;
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}
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void IdleFish(short nFish, short edx)
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{
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short nSprite = FishList[nFish].nSprite;
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sprite[nSprite].ang += (256 - RandomSize(9)) + 1024;
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sprite[nSprite].ang &= kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 8;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 8;
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FishList[nFish].nAction = 0;
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FishList[nFish].field_2 = 0;
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sprite[nSprite].zvel = RandomSize(9);
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if (!edx)
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{
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if (RandomBit()) {
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sprite[nSprite].zvel = -sprite[nSprite].zvel;
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}
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}
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else if (edx < 0)
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{
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sprite[nSprite].zvel = -sprite[nSprite].zvel;
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}
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}
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void DestroyFish(short nFish)
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{
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short nSprite = FishList[nFish].nSprite;
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runlist_DoSubRunRec(sprite[nSprite].owner);
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runlist_FreeRun(sprite[nSprite].lotag - 1);
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runlist_SubRunRec(FishList[nFish].field_E);
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mydeletesprite(nSprite);
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}
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void FuncFish(int a, int nDamage, int nRun)
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{
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short nFish = RunData[nRun].nVal;
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assert(nFish >= 0 && nFish < kMaxFishes);
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short nSprite = FishList[nFish].nSprite;
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short nAction = FishList[nFish].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 Fish\n", a & 0x7F0000);
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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[kSeqFish] + ActionSeq[nAction].a, FishList[nFish].field_2, ActionSeq[nAction].b);
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tsprite[a & 0xFFFF].owner = -1;
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return;
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}
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case 0xA0000:
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{
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if (FishList[nFish].nHealth <= 0) {
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return;
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}
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else
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{
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nDamage = runlist_CheckRadialDamage(nSprite);
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if (!nDamage) {
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return;
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}
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FishList[nFish].field_C = 10;
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}
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// fall through
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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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return;
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}
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FishList[nFish].nHealth -= nDamage;
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if (FishList[nFish].nHealth <= 0)
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{
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FishList[nFish].nHealth = 0;
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nCreaturesLeft--;
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sprite[nSprite].cstat &= 0xFEFE;
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if (nMessage == 0x80000)
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{
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for (int i = 0; i < 3; i++)
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{
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BuildFishLimb(nFish, i);
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}
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PlayFXAtXYZ(StaticSound[kSound40], sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
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DestroyFish(nFish);
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}
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else
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{
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FishList[nFish].nAction = 9;
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FishList[nFish].field_2 = 0;
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}
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return;
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}
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else
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{
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short nTarget = a & 0xFFFF;
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if (nTarget >= 0 && sprite[nTarget].statnum < 199)
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{
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FishList[nFish].nTarget = nTarget;
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}
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FishList[nFish].nAction = 4;
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FishList[nFish].field_2 = 0;
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FishList[nFish].field_C += 10;
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}
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return;
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}
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case 0x20000:
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{
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if (!(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
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{
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Gravity(nSprite);
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}
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short nSeq = SeqOffsets[kSeqFish] + ActionSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishList[nFish].field_2);
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seq_MoveSequence(nSprite, nSeq, FishList[nFish].field_2);
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FishList[nFish].field_2++;
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if (FishList[nFish].field_2 >= SeqSize[nSeq]) {
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FishList[nFish].field_2 = 0;
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}
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short nTarget = FishList[nFish].nTarget;
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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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FishList[nFish].field_C--;
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if (FishList[nFish].field_C <= 0)
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{
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nTarget = FindPlayer(nSprite, 60);
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if (nTarget >= 0)
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{
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FishList[nFish].nTarget = nTarget;
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FishList[nFish].nAction = 2;
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FishList[nFish].field_2 = 0;
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int nAngle = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].z - sprite[nSprite].z);
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sprite[nSprite].zvel = Sin(nAngle) >> 5;
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FishList[nFish].field_C = RandomSize(6) + 90;
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}
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else
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{
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IdleFish(nFish, 0);
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}
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}
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break;
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}
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case 1:
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return;
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case 2:
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case 3:
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{
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FishList[nFish].field_C--;
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if (FishList[nFish].field_C <= 0)
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{
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IdleFish(nFish, 0);
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return;
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}
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else
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{
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PlotCourseToSprite(nSprite, nTarget);
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int nHeight = GetSpriteHeight(nSprite) >> 1;
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int z = sprite[nTarget].z - sprite[nSprite].z;
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if (z < 0) {
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z = -z;
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}
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if (z <= nHeight)
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{
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sprite[nSprite].xvel = (Sin(sprite[nSprite].ang + 512) >> 5) - (Sin(sprite[nSprite].ang + 512) >> 7);
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sprite[nSprite].yvel = (Sin(sprite[nSprite].ang) >> 5) - (Sin(sprite[nSprite].ang) >> 7);
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}
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else
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{
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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}
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sprite[nSprite].zvel = (sprite[nTarget].z - sprite[nSprite].z) >> 3;
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}
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break;
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}
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case 4:
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{
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if (FishList[nFish].field_2 == 0)
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{
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IdleFish(nFish, 0);
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}
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return;
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}
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case 8:
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{
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return;
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}
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case 9:
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{
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if (FishList[nFish].field_2 == 0)
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{
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DestroyFish(nFish);
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}
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return;
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}
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}
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int x = sprite[nSprite].x;
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int y = sprite[nSprite].y;
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int z = sprite[nSprite].z;
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short nSector = sprite[nSprite].sectnum;
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// loc_2EF54
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int nVal = movesprite(nSprite, sprite[nSprite].xvel << 13, sprite[nSprite].yvel << 13, sprite[nSprite].zvel << 2, 0, 0, CLIPMASK0);
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if (!(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
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{
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mychangespritesect(nSprite, nSector);
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sprite[nSprite].x = x;
|
|
sprite[nSprite].y = y;
|
|
sprite[nSprite].z = z;
|
|
|
|
IdleFish(nFish, 0);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (nAction >= 5) {
|
|
return;
|
|
}
|
|
|
|
if (!nVal)
|
|
{
|
|
if (nAction == 3)
|
|
{
|
|
FishList[nFish].nAction = 2;
|
|
FishList[nFish].field_2 = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((nVal & 0x30000) == 0)
|
|
{
|
|
if ((nVal & 0xC000) == 0x8000)
|
|
{
|
|
IdleFish(nFish, 0);
|
|
}
|
|
else if ((nVal & 0xC000) == 0xC000)
|
|
{
|
|
if (sprite[nVal & 0x3FFF].statnum == 100)
|
|
{
|
|
FishList[nFish].nTarget = nVal & 0x3FFF;
|
|
sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
|
|
|
|
if (nAction != 3)
|
|
{
|
|
FishList[nFish].nAction = 3;
|
|
FishList[nFish].field_2 = 0;
|
|
}
|
|
|
|
if (!FishList[nFish].field_2)
|
|
{
|
|
runlist_DamageEnemy(nTarget, nSprite, 2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (nVal & 0x20000)
|
|
{
|
|
IdleFish(nFish, -1);
|
|
}
|
|
else
|
|
{
|
|
IdleFish(nFish, 1);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
END_PS_NS
|