//------------------------------------------------------------------------- /* 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} }; 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 FishList; TArray 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) { auto pActor = &FishList[nFish]; short nSprite = pActor->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 AIFishLimb::Tick(RunListEvent* ev) { short nFish = RunData[ev->nRun].nObjIndex; short nSprite = FishChunk[nFish].nSprite; assert(nSprite >= 0 && nSprite < kMaxSprites); auto pSprite = &sprite[nSprite]; int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex; 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; } } } void AIFishLimb::Draw(RunListEvent* ev) { short nFish = RunData[ev->nRun].nObjIndex; int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex; seq_PlotSequence(ev->nParam, 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) { int nFish = FishList.Reserve(1); auto pSprite = &sprite[nSprite]; auto pActor = &FishList[nFish]; 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); pActor->nAction = 0; pActor->nHealth = 200; pActor->nSprite = nSprite; pActor->nTarget = -1; pActor->nCount = 60; pActor->nFrame = 0; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nFish, 0x120000); pActor->nRun = runlist_AddRunRec(NewRun, nFish, 0x120000); nCreaturesTotal++; } void IdleFish(short nFish, short edx) { auto pActor = &FishList[nFish]; short nSprite = pActor->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); 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(short nFish) { auto pActor = &FishList[nFish]; short nSprite = pActor->nSprite; auto pSprite = &sprite[nSprite]; runlist_DoSubRunRec(pSprite->owner); runlist_FreeRun(pSprite->lotag - 1); runlist_SubRunRec(pActor->nRun); mydeletesprite(nSprite); } void AIFish::Draw(RunListEvent* ev) { short nFish = RunData[ev->nRun].nObjIndex; assert(nFish >= 0 && nFish < (int)FishList.Size()); auto pActor = &FishList[nFish]; 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) { short nFish = RunData[ev->nRun].nObjIndex; auto pActor = &FishList[nFish]; short nSprite = pActor->nSprite; if (pActor->nHealth <= 0) { return; } else { ev->nDamage = runlist_CheckRadialDamage(nSprite); if (!ev->nDamage) { return; } pActor->nCount = 10; } // fall through Damage(ev); } void AIFish::Damage(RunListEvent* ev) { short nFish = RunData[ev->nRun].nObjIndex; assert(nFish >= 0 && nFish < (int)FishList.Size()); auto pActor = &FishList[nFish]; short nAction = pActor->nAction; short nSprite = pActor->nSprite; auto pSprite = &sprite[nSprite]; if (!ev->nDamage) { return; } pActor->nHealth -= dmgAdjust(ev->nDamage); if (pActor->nHealth <= 0) { pActor->nHealth = 0; nCreaturesKilled++; pSprite->cstat &= 0xFEFE; if (ev->nMessage == EMessageType::Damage) { for (int i = 0; i < 3; i++) { BuildFishLimb(nFish, i); } PlayFXAtXYZ(StaticSound[kSound40], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum); DestroyFish(nFish); } else { pActor->nAction = 9; pActor->nFrame = 0; } return; } else { short nTarget = ev->nParam; if (nTarget >= 0 && sprite[nTarget].statnum < 199) { pActor->nTarget = nTarget; } pActor->nAction = 4; pActor->nFrame = 0; pActor->nCount += 10; } } void AIFish::Tick(RunListEvent* ev) { short nFish = RunData[ev->nRun].nObjIndex; assert(nFish >= 0 && nFish < (int)FishList.Size()); auto pActor = &FishList[nFish]; short nAction = pActor->nAction; short nSprite = pActor->nSprite; auto pSprite = &sprite[nSprite]; if (!(SectFlag[pSprite->sectnum] & kSectUnderwater)) { Gravity(nSprite); } short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a; pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame); seq_MoveSequence(nSprite, nSeq, pActor->nFrame); pActor->nFrame++; if (pActor->nFrame >= SeqSize[nSeq]) { pActor->nFrame = 0; } short nTarget = pActor->nTarget; switch (nAction) { default: return; case 0: { pActor->nCount--; if (pActor->nCount <= 0) { nTarget = FindPlayer(nSprite, 60); if (nTarget >= 0) { pActor->nTarget = nTarget; pActor->nAction = 2; pActor->nFrame = 0; int nAngle = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].z - pSprite->z); pSprite->zvel = bsin(nAngle, -5); pActor->nCount = RandomSize(6) + 90; } else { IdleFish(nFish, 0); } } break; } case 1: return; case 2: case 3: { pActor->nCount--; if (pActor->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 (pActor->nFrame == 0) { IdleFish(nFish, 0); } return; } case 8: { return; } case 9: { if (pActor->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) { pActor->nAction = 2; pActor->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) { pActor->nTarget = nMov & 0x3FFF; pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y); if (nAction != 3) { pActor->nAction = 3; pActor->nFrame = 0; } if (!pActor->nFrame) { runlist_DamageEnemy(nTarget, nSprite, 2); } } } } 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