- converted AIFish(Limb) into classes

This commit is contained in:
Christoph Oelckers 2021-10-15 21:17:25 +02:00
parent 8f9e9de4b4
commit cdc7fba8a0
2 changed files with 320 additions and 298 deletions

View file

@ -458,6 +458,20 @@ class AIBullet : public ExhumedAI
void Draw(RunListEvent* ev) override;
};
struct AIFish : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
};
class AIFishLimb : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);

View file

@ -147,72 +147,73 @@ 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)
void AIFishLimb::Tick(RunListEvent* ev)
{
short nFish = RunData[nRun].nVal;
short nFish = RunData[ev->nRun].nVal;
short nSprite = FishChunk[nFish].nSprite;
assert(nSprite >= 0 && nSprite < kMaxSprites);
auto pSprite = &sprite[nSprite];
auto pSprite = &sprite[nSprite];
int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex;
switch (nMessage)
pSprite->picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].nIndex);
Gravity(nSprite);
FishChunk[nFish].nIndex++;
if (FishChunk[nFish].nIndex >= SeqSize[nSeq])
{
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;
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;
}
}
}
void AIFishLimb::Draw(RunListEvent* ev)
{
short nFish = RunData[ev->nRun].nVal;
int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex;
seq_PlotSequence(ev->nIndex, nSeq, FishChunk[nFish].nIndex, 1);
}
void FuncFishLimb(int nObject, int nMessage, int nDamage, int nRun)
{
AIFishLimb ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
@ -310,277 +311,284 @@ void DestroyFish(short nFish)
mydeletesprite(nSprite);
}
void FuncFish(int nObject, int nMessage, int nDamage, int nRun)
void AIFish::Draw(RunListEvent* ev)
{
short nFish = RunData[nRun].nVal;
short nFish = RunData[ev->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)
seq_PlotSequence(ev->nIndex, SeqOffsets[kSeqFish] + FishSeq[nAction].a, FishList[nFish].nFrame, FishSeq[nAction].b);
ev->pTSprite->owner = -1;
return;
}
void AIFish::RadialDamage(RunListEvent* ev)
{
short nFish = RunData[ev->nRun].nVal;
short nSprite = FishList[nFish].nSprite;
if (FishList[nFish].nHealth <= 0) {
return;
}
else
{
default:
{
Printf("unknown msg %d for Fish\n", nMessage);
ev->nDamage = runlist_CheckRadialDamage(nSprite);
if (!ev->nDamage) {
return;
}
case 0x90000:
FishList[nFish].nCount = 10;
}
// fall through
Damage(ev);
}
void AIFish::Damage(RunListEvent* ev)
{
short nFish = RunData[ev->nRun].nVal;
assert(nFish >= 0 && nFish < (int)FishList.Size());
short nAction = FishList[nFish].nAction;
short nSprite = FishList[nFish].nSprite;
auto pSprite = &sprite[nSprite];
if (!ev->nDamage) {
return;
}
FishList[nFish].nHealth -= dmgAdjust(ev->nDamage);
if (FishList[nFish].nHealth <= 0)
{
FishList[nFish].nHealth = 0;
nCreaturesKilled++;
pSprite->cstat &= 0xFEFE;
if (ev->nMessage == EMessageType::Damage)
{
seq_PlotSequence(nObject, SeqOffsets[kSeqFish] + FishSeq[nAction].a, FishList[nFish].nFrame, FishSeq[nAction].b);
mytsprite[nObject].owner = -1;
return;
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;
}
case 0xA0000:
return;
}
else
{
short nTarget = ev->nIndex;
if (nTarget >= 0 && sprite[nTarget].statnum < 199)
{
if (FishList[nFish].nHealth <= 0) {
return;
FishList[nFish].nTarget = nTarget;
}
FishList[nFish].nAction = 4;
FishList[nFish].nFrame = 0;
FishList[nFish].nCount += 10;
}
}
void AIFish::Tick(RunListEvent* ev)
{
short nFish = RunData[ev->nRun].nVal;
assert(nFish >= 0 && nFish < (int)FishList.Size());
short nAction = FishList[nFish].nAction;
short nSprite = FishList[nFish].nSprite;
auto pSprite = &sprite[nSprite];
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
{
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;
}
}
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
{
if (nAction >= 5) {
return;
}
pSprite->xvel = 0;
pSprite->yvel = 0;
}
if (!nMov)
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)
{
if (nAction == 3)
FishList[nFish].nTarget = nMov & 0x3FFF;
pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
if (nAction != 3)
{
FishList[nFish].nAction = 2;
FishList[nFish].nAction = 3;
FishList[nFish].nFrame = 0;
}
return;
}
if ((nMov & 0x30000) == 0)
{
if ((nMov & 0xC000) == 0x8000)
if (!FishList[nFish].nFrame)
{
IdleFish(nFish, 0);
runlist_DamageEnemy(nTarget, nSprite, 2);
}
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;
}
else if (nMov & 0x20000)
{
IdleFish(nFish, -1);
}
else
{
IdleFish(nFish, 1);
}
}
}
void FuncFish(int nObject, int nMessage, int nDamage, int nRun)
{
AIFish ai;
runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
}
END_PS_NS