raze/source/games/exhumed/src/fish.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "engine.h"
#include "sequence.h"
#include "exhumed.h"
2019-09-21 15:47:55 +00:00
#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
static actionSeq FishSeq[] = {
{8, 0},
{8, 0},
{0, 0},
{24, 0},
{8, 0},
{32, 1},
{33, 1},
{34, 1},
{35, 1},
{39, 1}
};
struct Fish
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short nCount;
short nRun;
};
struct Chunk
{
short nSprite;
short nIndex;
short nSeqIndex;
};
TArray<Fish> FishList;
TArray<Chunk> FishChunk;
FSerializer& Serialize(FSerializer& arc, const char* keyname, Fish& w, Fish* def)
{
if (arc.BeginObject(keyname))
{
arc("health", w.nHealth)
("frame", w.nFrame)
("action", w.nAction)
("sprite", w.nSprite)
("target", w.nTarget)
("run", w.nRun)
("count", w.nCount)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Chunk& w, Chunk* def)
{
if (arc.BeginObject(keyname))
{
arc ("sprite", w.nSprite)
("index", w.nIndex)
("seqindex", w.nSeqIndex)
.EndObject();
}
return arc;
}
void SerializeFish(FSerializer& arc)
{
arc("fish", FishList)
("fishchunk", FishChunk);
}
void InitFishes()
{
FishList.Clear();
FishChunk.Clear();
}
void BuildFishLimb(short nFish, short edx)
{
short nSprite = FishList[nFish].nSprite;
auto pSprite = &sprite[nSprite];
int nFree = FishChunk.Reserve(1);
int nSprite2 = insertsprite(pSprite->sectnum, 99);
assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
auto pSprite2 = &sprite[nSprite2];
FishChunk[nFree].nSprite = nSprite2;
FishChunk[nFree].nSeqIndex = edx + 40;
FishChunk[nFree].nIndex = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + edx + 40];
pSprite2->x = pSprite->x;
pSprite2->y = pSprite->y;
pSprite2->z = pSprite->z;
pSprite2->cstat = 0;
pSprite2->shade = -12;
pSprite2->pal = 0;
pSprite2->xvel = (RandomSize(5) - 16) << 8;
pSprite2->yvel = (RandomSize(5) - 16) << 8;
pSprite2->xrepeat = 64;
pSprite2->yrepeat = 64;
pSprite2->xoffset = 0;
pSprite2->yoffset = 0;
pSprite2->zvel = (-(RandomByte() + 512)) * 2;
seq_GetSeqPicnum(kSeqFish, FishChunk[nFree].nSeqIndex, 0);
pSprite2->picnum = edx;
pSprite2->lotag = runlist_HeadRun() + 1;
pSprite2->clipdist = 0;
// GrabTimeSlot(3);
pSprite2->extra = -1;
pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, nFree, 0x200000);
pSprite2->hitag = runlist_AddRunRec(NewRun, nFree, 0x200000);
}
void BuildBlood(int x, int y, int z, short nSector)
{
BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128);
}
void FuncFishLimb(int nObject, int nMessage, int, int nRun)
{
short nFish = RunData[nRun].nVal;
short nSprite = FishChunk[nFish].nSprite;
assert(nSprite >= 0 && nSprite < kMaxSprites);
auto pSprite = &sprite[nSprite];
int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex;
switch (nMessage)
{
case 0x20000:
{
pSprite->picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].nIndex);
Gravity(nSprite);
FishChunk[nFish].nIndex++;
if (FishChunk[nFish].nIndex >= SeqSize[nSeq])
{
FishChunk[nFish].nIndex = 0;
if (RandomBit()) {
BuildBlood(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
}
}
int FloorZ = sector[pSprite->sectnum].floorz;
if (FloorZ <= pSprite->z)
{
pSprite->z += 256;
if ((pSprite->z - FloorZ) > 25600)
{
pSprite->zvel = 0;
runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1);
runlist_SubRunRec(pSprite->hitag);
mydeletesprite(nSprite);
}
else if ((pSprite->z - FloorZ) > 0)
{
pSprite->zvel = 1024;
}
return;
}
else
{
if (movesprite(nSprite, pSprite->xvel << 8, pSprite->yvel << 8, pSprite->zvel, 2560, -2560, CLIPMASK1))
{
pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
return;
}
case 0x90000:
{
seq_PlotSequence(nObject, nSeq, FishChunk[nFish].nIndex, 1);
return;
}
}
}
void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
{
int nFish = FishList.Reserve(1);
auto pSprite = &sprite[nSprite];
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 103);
pSprite = &sprite[nSprite];
}
else
{
x = pSprite->x;
y = pSprite->y;
z = pSprite->z;
nAngle = pSprite->ang;
changespritestat(nSprite, 103);
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
pSprite->cstat = 0x101;
pSprite->shade = -12;
pSprite->clipdist = 80;
pSprite->xrepeat = 40;
pSprite->yrepeat = 40;
pSprite->pal = sector[pSprite->sectnum].ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->ang = nAngle;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->hitag = 0;
pSprite->extra = -1;
// GrabTimeSlot(3);
FishList[nFish].nAction = 0;
FishList[nFish].nHealth = 200;
FishList[nFish].nSprite = nSprite;
FishList[nFish].nTarget = -1;
FishList[nFish].nCount = 60;
FishList[nFish].nFrame = 0;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nFish, 0x120000);
FishList[nFish].nRun = runlist_AddRunRec(NewRun, nFish, 0x120000);
nCreaturesTotal++;
}
void IdleFish(short nFish, short edx)
{
short nSprite = FishList[nFish].nSprite;
auto pSprite = &sprite[nSprite];
pSprite->ang += (256 - RandomSize(9)) + 1024;
pSprite->ang &= kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -8);
pSprite->yvel = bsin(pSprite->ang, -8);
FishList[nFish].nAction = 0;
FishList[nFish].nFrame = 0;
pSprite->zvel = RandomSize(9);
if (!edx)
{
if (RandomBit()) {
pSprite->zvel = -pSprite->zvel;
}
}
else if (edx < 0)
{
pSprite->zvel = -pSprite->zvel;
}
}
void DestroyFish(short nFish)
{
short nSprite = FishList[nFish].nSprite;
auto pSprite = &sprite[nSprite];
runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1);
runlist_SubRunRec(FishList[nFish].nRun);
mydeletesprite(nSprite);
}
void FuncFish(int nObject, int nMessage, int nDamage, int nRun)
{
short nFish = RunData[nRun].nVal;
assert(nFish >= 0 && nFish < (int)FishList.Size());
short nSprite = FishList[nFish].nSprite;
short nAction = FishList[nFish].nAction;
auto pSprite = &sprite[nSprite];
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Fish\n", nMessage);
return;
}
case 0x90000:
{
seq_PlotSequence(nObject, SeqOffsets[kSeqFish] + FishSeq[nAction].a, FishList[nFish].nFrame, FishSeq[nAction].b);
mytsprite[nObject].owner = -1;
return;
}
case 0xA0000:
{
if (FishList[nFish].nHealth <= 0) {
return;
}
else
{
nDamage = runlist_CheckRadialDamage(nSprite);
if (!nDamage) {
return;
}
FishList[nFish].nCount = 10;
}
// fall through
fallthrough__;
}
case 0x80000:
{
if (!nDamage) {
return;
}
FishList[nFish].nHealth -= dmgAdjust(nDamage);
if (FishList[nFish].nHealth <= 0)
{
FishList[nFish].nHealth = 0;
nCreaturesKilled++;
pSprite->cstat &= 0xFEFE;
if (nMessage == 0x80000)
{
for (int i = 0; i < 3; i++)
{
BuildFishLimb(nFish, i);
}
PlayFXAtXYZ(StaticSound[kSound40], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
DestroyFish(nFish);
}
else
{
FishList[nFish].nAction = 9;
FishList[nFish].nFrame = 0;
}
return;
}
else
{
short nTarget = nObject;
if (nTarget >= 0 && sprite[nTarget].statnum < 199)
{
FishList[nFish].nTarget = nTarget;
}
FishList[nFish].nAction = 4;
FishList[nFish].nFrame = 0;
FishList[nFish].nCount += 10;
}
return;
}
case 0x20000:
{
if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
{
Gravity(nSprite);
}
short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, FishList[nFish].nFrame);
seq_MoveSequence(nSprite, nSeq, FishList[nFish].nFrame);
FishList[nFish].nFrame++;
if (FishList[nFish].nFrame >= SeqSize[nSeq]) {
FishList[nFish].nFrame = 0;
}
short nTarget = FishList[nFish].nTarget;
switch (nAction)
{
default:
return;
case 0:
{
FishList[nFish].nCount--;
if (FishList[nFish].nCount <= 0)
{
nTarget = FindPlayer(nSprite, 60);
if (nTarget >= 0)
{
FishList[nFish].nTarget = nTarget;
FishList[nFish].nAction = 2;
FishList[nFish].nFrame = 0;
int nAngle = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].z - pSprite->z);
pSprite->zvel = bsin(nAngle, -5);
FishList[nFish].nCount = RandomSize(6) + 90;
}
else
{
IdleFish(nFish, 0);
}
}
break;
}
case 1:
return;
case 2:
case 3:
{
FishList[nFish].nCount--;
if (FishList[nFish].nCount <= 0)
{
IdleFish(nFish, 0);
return;
}
else
{
PlotCourseToSprite(nSprite, nTarget);
int nHeight = GetSpriteHeight(nSprite) >> 1;
int z = abs(sprite[nTarget].z - pSprite->z);
if (z <= nHeight)
{
pSprite->xvel = bcos(pSprite->ang, -5) - bcos(pSprite->ang, -7);
pSprite->yvel = bsin(pSprite->ang, -5) - bsin(pSprite->ang, -7);
}
else
{
pSprite->xvel = 0;
pSprite->yvel = 0;
}
pSprite->zvel = (sprite[nTarget].z - pSprite->z) >> 3;
}
break;
}
case 4:
{
if (FishList[nFish].nFrame == 0)
{
IdleFish(nFish, 0);
}
return;
}
case 8:
{
return;
}
case 9:
{
if (FishList[nFish].nFrame == 0)
{
DestroyFish(nFish);
}
return;
}
}
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
short nSector = pSprite->sectnum;
// loc_2EF54
int nMov = movesprite(nSprite, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0);
if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
{
mychangespritesect(nSprite, nSector);
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
IdleFish(nFish, 0);
return;
}
else
{
if (nAction >= 5) {
return;
}
if (!nMov)
{
if (nAction == 3)
{
FishList[nFish].nAction = 2;
FishList[nFish].nFrame = 0;
}
return;
}
if ((nMov & 0x30000) == 0)
{
if ((nMov & 0xC000) == 0x8000)
{
IdleFish(nFish, 0);
}
else if ((nMov & 0xC000) == 0xC000)
{
if (sprite[nMov & 0x3FFF].statnum == 100)
{
FishList[nFish].nTarget = nMov & 0x3FFF;
pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (nAction != 3)
{
FishList[nFish].nAction = 3;
FishList[nFish].nFrame = 0;
}
if (!FishList[nFish].nFrame)
{
runlist_DamageEnemy(nTarget, nSprite, 2);
}
}
}
}
else if (nMov & 0x20000)
{
IdleFish(nFish, -1);
}
else
{
IdleFish(nFish, 1);
}
}
return;
}
}
}
END_PS_NS