//------------------------------------------------------------------------- /* 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, int anim) { auto pChunkActor = insertActor(pActor->sector(), 99); pChunkActor->nCount = anim + 40; pChunkActor->nFrame = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + anim + 40]; pChunkActor->spr.pos = pActor->spr.pos; pChunkActor->spr.cstat = 0; pChunkActor->spr.shade = -12; pChunkActor->spr.pal = 0; pChunkActor->vel.X = ((RandomSize(5) - 16) << 4); pChunkActor->vel.Y = ((RandomSize(5) - 16) << 4); pChunkActor->spr.scale = DVector2(1, 1); pChunkActor->spr.xoffset = 0; pChunkActor->spr.yoffset = 0; pChunkActor->vel.Z = ((-(RandomByte() + 512)) * 2) / 256.; seq_GetSeqPicnum(kSeqFish, pChunkActor->nCount, 0); pChunkActor->spr.picnum = anim; pChunkActor->spr.lotag = runlist_HeadRun() + 1; pChunkActor->clipdist = 0; // GrabTimeSlot(3); pChunkActor->spr.extra = -1; pChunkActor->spr.intowner = runlist_AddRunRec(pChunkActor->spr.lotag - 1, pChunkActor, 0x200000); pChunkActor->spr.hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000); } void BuildBlood(const DVector3& pos, sectortype* pSector) { BuildAnim(nullptr, kSeqFish, 36, pos, pSector, 1.171875, 128); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIFishLimb::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; int nSeq = SeqOffsets[kSeqFish] + pActor->nCount; pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); Gravity(pActor); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; if (RandomBit()) { BuildBlood(pActor->spr.pos, pActor->sector()); } } double FloorZ = pActor->sector()->floorz; if (FloorZ <= pActor->spr.pos.Z) { pActor->spr.pos.Z++; if ((pActor->spr.pos.Z - FloorZ) > 100) { pActor->vel.Z = 0; runlist_DoSubRunRec(pActor->spr.intowner); runlist_FreeRun(pActor->spr.lotag - 1); runlist_SubRunRec(pActor->spr.hitag); DeleteActor(pActor); } else if ((pActor->spr.pos.Z - FloorZ) > 0) { pActor->vel.Z = 4; } } else { auto coll = movespritevel(pActor, pActor->vel, 1., -10, CLIPMASK1); if (coll.type != kHitNone) { pActor->vel.X = 0; pActor->vel.Y = 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, const DVector3& pos, sectortype* pSector, DAngle nAngle) { if (pActor == nullptr) { pActor = insertActor(pSector, 103); pActor->spr.pos = pos; } else { nAngle = pActor->spr.Angles.Yaw; ChangeActorStat(pActor, 103); } pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->spr.shade = -12; pActor->clipdist = 20; pActor->spr.scale = DVector2(0.625, 0.625); pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0); pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; pActor->spr.Angles.Yaw = nAngle; pActor->spr.lotag = runlist_HeadRun() + 1; pActor->spr.hitag = 0; pActor->spr.extra = -1; // GrabTimeSlot(3); pActor->nAction = 0; pActor->nHealth = 200; pActor->pTarget = nullptr; pActor->nCount = 60; pActor->nFrame = 0; pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x120000); pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x120000); nCreaturesTotal++; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void IdleFish(DExhumedActor* pActor, int edx) { pActor->spr.Angles.Yaw += DAngle180 + DAngle45 - RandomAngle9(); pActor->norm_ang(); pActor->VelFromAngle(-8); pActor->nAction = 0; pActor->nFrame = 0; pActor->vel.Z = RandomSize(9) / 256.; if (!edx) { if (RandomBit()) { pActor->vel.Z = -pActor->vel.Z; } } else if (edx < 0) { pActor->vel.Z = -pActor->vel.Z; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DestroyFish(DExhumedActor* pActor) { runlist_DoSubRunRec(pActor->spr.intowner); runlist_FreeRun(pActor->spr.lotag - 1); runlist_SubRunRec(pActor->nRun); DeleteActor(pActor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void AIFish::Draw(RunListEvent* ev) { auto pActor = ev->pObjActor; if (pActor == nullptr) return; int nAction = pActor->nAction; seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b); ev->pTSprite->ownerActor = nullptr; 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; } pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pActor->nHealth = 0; nCreaturesKilled++; pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; if (!ev->isRadialEvent()) { for (int i = 0; i < 3; i++) { BuildFishLimb(pActor, i); } PlayFXAtXYZ(StaticSound[kSound40], pActor->spr.pos); DestroyFish(pActor); } else { pActor->nAction = 9; pActor->nFrame = 0; } return; } else { auto pTarget = ev->pOtherActor; if (pTarget && pTarget->spr.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; int nAction = pActor->nAction; if (!(pActor->sector()->Flag & kSectUnderwater)) { Gravity(pActor); } int nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a; pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(pActor, nSeq, pActor->nFrame); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; } DExhumedActor* 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; DAngle nAngle = (pTargetActor->spr.pos - pActor->spr.pos).Angle(); pActor->vel.Z = nAngle.Sin() * 2; 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); double nHeight = GetActorHeight(pActor) * 0.5; double z = fabs(pTargetActor->spr.pos.Z - pActor->spr.pos.Z); if (z <= nHeight) { pActor->vel.XY() = pActor->spr.Angles.Yaw.ToVector() * (32 - 8); } else { pActor->vel.X = 0; pActor->vel.Y = 0; } pActor->vel.Z = (pTargetActor->spr.pos.Z - pActor->spr.pos.Z) / 8.; } break; } case 4: { if (pActor->nFrame == 0) { IdleFish(pActor, 0); } return; } case 8: { return; } case 9: { if (pActor->nFrame == 0) { DestroyFish(pActor); } return; } } auto pos = pActor->spr.pos; auto pSector =pActor->sector(); // loc_2EF54 Collision coll = movespritevel(pActor, pActor->vel * 4, 8., 0, CLIPMASK0); if (!(pActor->sector()->Flag & kSectUnderwater)) { ChangeActorSect(pActor, pSector); pActor->spr.pos = pos; 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 pHitAct = coll.actor(); if (pHitAct->spr.statnum == 100) { pActor->pTarget = coll.actor(); pActor->spr.Angles.Yaw = (pHitAct->spr.pos - pActor->spr.pos).Angle(); 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