//------------------------------------------------------------------------- /* 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" #include "sound.h" #include 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} }; void BuildFishLimb(DExhumedActor* pActor, short anim) { auto pSprite = &pActor->s(); auto pChunkActor = insertActor(pSprite->sectnum, 99); auto pSprite2 = &pChunkActor->s(); pChunkActor->nCount = anim + 40; pChunkActor->nFrame = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + anim + 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, pChunkActor->nCount, 0); pSprite2->picnum = anim; pSprite2->lotag = runlist_HeadRun() + 1; pSprite2->clipdist = 0; // GrabTimeSlot(3); pSprite2->extra = -1; pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, pChunkActor, 0x200000); pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000); } void BuildBlood(int x, int y, int z, int nSector) { BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 75, 128); } void AIFishLimb::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; auto pSprite = &pActor->s(); int nSeq = SeqOffsets[kSeqFish] + pActor->nCount; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); Gravity(pActor); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; if (RandomBit()) { BuildBlood(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum); } } int FloorZ = pSprite->sector()->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); DeleteActor(pActor); } else if ((pSprite->z - FloorZ) > 0) { pSprite->zvel = 1024; } } else { auto coll = movesprite(pActor, pSprite->xvel << 8, pSprite->yvel << 8, pSprite->zvel, 2560, -2560, CLIPMASK1); if (coll.type != kHitNone) { pSprite->xvel = 0; pSprite->yvel = 0; } } } void AIFishLimb::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (pActor == nullptr) return; int nSeq = SeqOffsets[kSeqFish] + pActor->nCount; seq_PlotSequence(ev->nParam, nSeq, pActor->nFrame, 1); } void BuildFish(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle) { spritetype* pSprite; if (pActor == nullptr) { pActor = insertActor(nSector, 103); pSprite = &pActor->s(); } else { pSprite = &pActor->s(); x = pSprite->x; y = pSprite->y; z = pSprite->z; nAngle = pSprite->ang; ChangeActorStat(pActor, 103); } 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 = pSprite->sector()->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); pActor->nAction = 0; pActor->nHealth = 200; pActor->pTarget = nullptr; pActor->nCount = 60; pActor->nFrame = 0; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x120000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x120000); nCreaturesTotal++; } void IdleFish(DExhumedActor* pActor, short edx) { auto pSprite = &pActor->s(); pSprite->ang += (256 - RandomSize(9)) + 1024; pSprite->ang &= kAngleMask; pSprite->xvel = bcos(pSprite->ang, -8); pSprite->yvel = bsin(pSprite->ang, -8); pActor->nAction = 0; pActor->nFrame = 0; pSprite->zvel = RandomSize(9); if (!edx) { if (RandomBit()) { pSprite->zvel = -pSprite->zvel; } } else if (edx < 0) { pSprite->zvel = -pSprite->zvel; } } void DestroyFish(DExhumedActor* pActor) { auto pSprite = &pActor->s(); runlist_DoSubRunRec(pSprite->owner); runlist_FreeRun(pSprite->lotag - 1); runlist_SubRunRec(pActor->nRun); DeleteActor(pActor); } void AIFish::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (pActor == nullptr) return; short nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b); ev->pTSprite->owner = -1; return; } void AIFish::RadialDamage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (pActor == nullptr) return; if (pActor->nHealth <= 0) { return; } else { ev->nDamage = runlist_CheckRadialDamage(pActor); if (!ev->nDamage) { return; } pActor->nCount = 10; } // fall through Damage(ev); } void AIFish::Damage(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!ev->nDamage || !pActor) { return; } auto pSprite = &pActor->s(); short nAction = pActor->nAction; pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pActor->nHealth = 0; nCreaturesKilled++; pSprite->cstat &= 0xFEFE; if (!ev->isRadialEvent()) { for (int i = 0; i < 3; i++) { BuildFishLimb(pActor, i); } PlayFXAtXYZ(StaticSound[kSound40], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum); DestroyFish(pActor); } else { pActor->nAction = 9; pActor->nFrame = 0; } return; } else { auto pTarget = ev->pOtherActor; if (pTarget && pTarget->s().statnum < 199) { pActor->pTarget = pTarget; } pActor->nAction = 4; pActor->nFrame = 0; pActor->nCount += 10; } } void AIFish::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (pActor == nullptr) return; auto pSprite = &pActor->s(); short nAction = pActor->nAction; if (!(SectFlag[pSprite->sectnum] & kSectUnderwater)) { Gravity(pActor); } short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(pActor, nSeq, pActor->nFrame); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; } auto pTargetActor = pActor->pTarget; switch (nAction) { default: return; case 0: { pActor->nCount--; if (pActor->nCount <= 0) { pTargetActor = FindPlayer(pActor, 60); if (pTargetActor) { pActor->pTarget = pTargetActor; pActor->nAction = 2; pActor->nFrame = 0; int nAngle = GetMyAngle(pTargetActor->s().x - pSprite->x, pTargetActor->s().z - pSprite->z); pSprite->zvel = bsin(nAngle, -5); pActor->nCount = RandomSize(6) + 90; } else { IdleFish(pActor, 0); } } break; } case 1: return; case 2: case 3: { pActor->nCount--; if (pActor->nCount <= 0) { IdleFish(pActor, 0); return; } else { PlotCourseToSprite(pActor, pTargetActor); int nHeight = GetActorHeight(pActor) >> 1; int z = abs(pTargetActor->s().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 = (pTargetActor->s().z - pSprite->z) >> 3; } break; } case 4: { if (pActor->nFrame == 0) { IdleFish(pActor, 0); } return; } case 8: { return; } case 9: { if (pActor->nFrame == 0) { DestroyFish(pActor); } return; } } int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int nSector =pSprite->sectnum; // loc_2EF54 Collision coll = movesprite(pActor, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0); if (!(SectFlag[pSprite->sectnum] & kSectUnderwater)) { ChangeActorSect(pActor, nSector); pSprite->x = x; pSprite->y = y; pSprite->z = z; IdleFish(pActor, 0); return; } else { if (nAction >= 5) { return; } if (coll.type == kHitNone) { if (nAction == 3) { pActor->nAction = 2; pActor->nFrame = 0; } return; } if (!coll.exbits) { if (coll.type == kHitWall) { IdleFish(pActor, 0); } else if (coll.type == kHitSprite) { auto pHitSpr = &coll.actor->s(); if (pHitSpr->statnum == 100) { pActor->pTarget = coll.actor; pSprite->ang = GetMyAngle(pHitSpr->x - pSprite->x, pHitSpr->y - pSprite->y); if (nAction != 3) { pActor->nAction = 3; pActor->nFrame = 0; } if (!pActor->nFrame) { runlist_DamageEnemy(coll.actor, pActor, 2); } } } } else if (coll.exbits & kHitAux2) { IdleFish(pActor, -1); } else { IdleFish(pActor, 1); } } } END_PS_NS