raze/source/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"
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#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
#define kMaxFishes 128
#define kMaxChunks 128
short FishCount = 0;
static actionSeq ActionSeq[] = {
{8, 0},
{8, 0},
{0, 0},
{24, 0},
{8, 0},
{32, 1},
{33, 1},
{34, 1},
{35, 1},
{39, 1}
};
short nChunksFree;
int nFreeChunk[kMaxChunks] = { 0 };
struct Fish
{
short nHealth;
short nFrame;
short nAction;
short nSprite;
short nTarget;
short field_A;
short field_C;
short nRun;
};
struct Chunk
{
short nSprite;
short field_2;
short field_4;
short field_6;
};
Fish FishList[kMaxFishes];
Chunk FishChunk[kMaxChunks];
static SavegameHelper sgh("fish",
SV(FishCount),
SV(nChunksFree),
SA(nFreeChunk),
SA(FishList),
SA(FishChunk),
nullptr);
void InitFishes()
{
FishCount = 0;
nChunksFree = kMaxChunks;
for (int i = 0; i < kMaxChunks; i++) {
nFreeChunk[i] = i;
}
}
int BuildFishLimb(short nFish, short edx)
{
if (nChunksFree <= 0) {
return -1;
}
short nSprite = FishList[nFish].nSprite;
nChunksFree--;
int nFree = nFreeChunk[nChunksFree];
int nSprite2 = insertsprite(sprite[nSprite].sectnum, 99);
assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
FishChunk[nFree].nSprite = nSprite2;
FishChunk[nFree].field_4 = edx + 40;
FishChunk[nFree].field_2 = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + edx + 40];
sprite[nSprite2].x = sprite[nSprite].x;
sprite[nSprite2].y = sprite[nSprite].y;
sprite[nSprite2].z = sprite[nSprite].z;
sprite[nSprite2].cstat = 0;
sprite[nSprite2].shade = -12;
sprite[nSprite2].pal = 0;
sprite[nSprite2].xvel = (RandomSize(5) - 16) << 8;
sprite[nSprite2].yvel = (RandomSize(5) - 16) << 8;
sprite[nSprite2].xrepeat = 64;
sprite[nSprite2].yrepeat = 64;
sprite[nSprite2].xoffset = 0;
sprite[nSprite2].yoffset = 0;
sprite[nSprite2].zvel = (-(RandomByte() + 512)) * 2;
seq_GetSeqPicnum(kSeqFish, FishChunk[nFree].field_4, 0);
sprite[nSprite2].picnum = edx;
sprite[nSprite2].lotag = runlist_HeadRun() + 1;
sprite[nSprite2].clipdist = 0;
// GrabTimeSlot(3);
sprite[nSprite2].extra = -1;
sprite[nSprite2].owner = runlist_AddRunRec(sprite[nSprite2].lotag - 1, nFree | 0x200000);
sprite[nSprite2].hitag = runlist_AddRunRec(NewRun, nFree | 0x200000);
return nFree | 0x200000;
}
void BuildBlood(int x, int y, int z, short nSector)
{
BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128);
}
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void FuncFishLimb(int a, int UNUSED(nDamage), int nRun)
{
short nFish = RunData[nRun].nVal;
short nSprite = FishChunk[nFish].nSprite;
assert(nSprite >= 0 && nSprite < kMaxSprites);
int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].field_4;
int nMessage = a & kMessageMask;
switch (nMessage)
{
case 0x20000:
{
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].field_2);
Gravity(nSprite);
FishChunk[nFish].field_2++;
if (FishChunk[nFish].field_2 >= SeqSize[nSeq])
{
FishChunk[nFish].field_2 = 0;
if (RandomBit()) {
BuildBlood(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
}
}
int FloorZ = sector[sprite[nSprite].sectnum].floorz;
if (FloorZ <= sprite[nSprite].z)
{
sprite[nSprite].z += 256;
if ((sprite[nSprite].z - FloorZ) > 25600)
{
sprite[nSprite].zvel = 0;
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_FreeRun(sprite[nSprite].lotag - 1);
runlist_SubRunRec(sprite[nSprite].hitag);
mydeletesprite(nSprite);
}
else if ((sprite[nSprite].z - FloorZ) > 0)
{
sprite[nSprite].zvel = 1024;
}
return;
}
else
{
if (movesprite(nSprite, sprite[nSprite].xvel << 8, sprite[nSprite].yvel << 8, sprite[nSprite].zvel, 2560, -2560, CLIPMASK1))
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, nSeq, FishChunk[nFish].field_2, 1);
return;
}
}
}
int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
{
short nFish = FishCount;
FishCount++;
if (nFish >= kMaxFishes) {
return -1;
}
if (nSprite == -1)
{
nSprite = insertsprite(nSector, 103);
}
else
{
x = sprite[nSprite].x;
y = sprite[nSprite].y;
z = sprite[nSprite].z;
nAngle = sprite[nSprite].ang;
changespritestat(nSprite, 103);
}
assert(nSprite >= 0 && nSprite < kMaxSprites);
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].z = z;
sprite[nSprite].cstat = 0x101;
sprite[nSprite].shade = -12;
sprite[nSprite].clipdist = 80;
sprite[nSprite].xrepeat = 40;
sprite[nSprite].yrepeat = 40;
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqFish, ActionSeq[0].a, 0);
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].ang = nAngle;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].hitag = 0;
sprite[nSprite].extra = -1;
// GrabTimeSlot(3);
FishList[nFish].nAction = 0;
FishList[nFish].nHealth = 200;
FishList[nFish].nSprite = nSprite;
FishList[nFish].nTarget = -1;
FishList[nFish].field_C = 60;
FishList[nFish].nFrame = 0;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nFish | 0x120000);
FishList[nFish].nRun = runlist_AddRunRec(NewRun, nFish | 0x120000);
nCreaturesLeft++;
return nFish | 0x120000;
}
void IdleFish(short nFish, short edx)
{
short nSprite = FishList[nFish].nSprite;
sprite[nSprite].ang += (256 - RandomSize(9)) + 1024;
sprite[nSprite].ang &= kAngleMask;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 8;
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 8;
FishList[nFish].nAction = 0;
FishList[nFish].nFrame = 0;
sprite[nSprite].zvel = RandomSize(9);
if (!edx)
{
if (RandomBit()) {
sprite[nSprite].zvel = -sprite[nSprite].zvel;
}
}
else if (edx < 0)
{
sprite[nSprite].zvel = -sprite[nSprite].zvel;
}
}
void DestroyFish(short nFish)
{
short nSprite = FishList[nFish].nSprite;
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_FreeRun(sprite[nSprite].lotag - 1);
runlist_SubRunRec(FishList[nFish].nRun);
mydeletesprite(nSprite);
}
void FuncFish(int a, int nDamage, int nRun)
{
short nFish = RunData[nRun].nVal;
assert(nFish >= 0 && nFish < kMaxFishes);
short nSprite = FishList[nFish].nSprite;
short nAction = FishList[nFish].nAction;
int nMessage = a & kMessageMask;
switch (nMessage)
{
default:
{
Printf("unknown msg %d for Fish\n", nMessage);
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqFish] + ActionSeq[nAction].a, FishList[nFish].nFrame, ActionSeq[nAction].b);
tsprite[a & 0xFFFF].owner = -1;
return;
}
case 0xA0000:
{
if (FishList[nFish].nHealth <= 0) {
return;
}
else
{
nDamage = runlist_CheckRadialDamage(nSprite);
if (!nDamage) {
return;
}
FishList[nFish].field_C = 10;
}
// fall through
fallthrough__;
}
case 0x80000:
{
if (!nDamage) {
return;
}
FishList[nFish].nHealth -= nDamage;
if (FishList[nFish].nHealth <= 0)
{
FishList[nFish].nHealth = 0;
nCreaturesLeft--;
sprite[nSprite].cstat &= 0xFEFE;
if (nMessage == 0x80000)
{
for (int i = 0; i < 3; i++)
{
BuildFishLimb(nFish, i);
}
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PlayFXAtXYZ(StaticSound[kSound40], sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
DestroyFish(nFish);
}
else
{
FishList[nFish].nAction = 9;
FishList[nFish].nFrame = 0;
}
return;
}
else
{
short nTarget = a & 0xFFFF;
if (nTarget >= 0 && sprite[nTarget].statnum < 199)
{
FishList[nFish].nTarget = nTarget;
}
FishList[nFish].nAction = 4;
FishList[nFish].nFrame = 0;
FishList[nFish].field_C += 10;
}
return;
}
case 0x20000:
{
if (!(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
{
Gravity(nSprite);
}
short nSeq = SeqOffsets[kSeqFish] + ActionSeq[nAction].a;
sprite[nSprite].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].field_C--;
if (FishList[nFish].field_C <= 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 - sprite[nSprite].x, sprite[nTarget].z - sprite[nSprite].z);
sprite[nSprite].zvel = Sin(nAngle) >> 5;
FishList[nFish].field_C = RandomSize(6) + 90;
}
else
{
IdleFish(nFish, 0);
}
}
break;
}
case 1:
return;
case 2:
case 3:
{
FishList[nFish].field_C--;
if (FishList[nFish].field_C <= 0)
{
IdleFish(nFish, 0);
return;
}
else
{
PlotCourseToSprite(nSprite, nTarget);
int nHeight = GetSpriteHeight(nSprite) >> 1;
int z = klabs(sprite[nTarget].z - sprite[nSprite].z);
if (z <= nHeight)
{
sprite[nSprite].xvel = (Cos(sprite[nSprite].ang) >> 5) - (Cos(sprite[nSprite].ang) >> 7);
sprite[nSprite].yvel = (Sin(sprite[nSprite].ang) >> 5) - (Sin(sprite[nSprite].ang) >> 7);
}
else
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
}
sprite[nSprite].zvel = (sprite[nTarget].z - sprite[nSprite].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 = sprite[nSprite].x;
int y = sprite[nSprite].y;
int z = sprite[nSprite].z;
short nSector = sprite[nSprite].sectnum;
// loc_2EF54
int nMov = movesprite(nSprite, sprite[nSprite].xvel << 13, sprite[nSprite].yvel << 13, sprite[nSprite].zvel << 2, 0, 0, CLIPMASK0);
if (!(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
{
mychangespritesect(nSprite, nSector);
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].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;
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].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