raze/source/games/exhumed/src/fish.cpp
2022-10-15 13:32:03 +02:00

482 lines
11 KiB
C++

//-------------------------------------------------------------------------
/*
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 <assert.h>
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->set_int_xvel((RandomSize(5) - 16) << 8);
pChunkActor->set_int_yvel((RandomSize(5) - 16) << 8);
pChunkActor->spr.xrepeat = 64;
pChunkActor->spr.yrepeat = 64;
pChunkActor->spr.xoffset = 0;
pChunkActor->spr.yoffset = 0;
pChunkActor->set_int_zvel((-(RandomByte() + 512)) * 2);
seq_GetSeqPicnum(kSeqFish, pChunkActor->nCount, 0);
pChunkActor->spr.picnum = anim;
pChunkActor->spr.lotag = runlist_HeadRun() + 1;
pChunkActor->spr.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, 75, 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 = movesprite(pActor, pActor->int_xvel() << 8, pActor->int_yvel() << 8, pActor->int_zvel(), 2560, -2560, 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.angle;
ChangeActorStat(pActor, 103);
}
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.shade = -12;
pActor->spr.clipdist = 80;
pActor->spr.xrepeat = 40;
pActor->spr.yrepeat = 40;
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.angle = 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->add_int_ang((256 - RandomSize(9)) + 1024);
pActor->norm_ang();
pActor->VelFromAngle(-8);
pActor->nAction = 0;
pActor->nFrame = 0;
pActor->set_int_zvel(RandomSize(9));
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;
int nAngle = getangle(pTargetActor->spr.pos - pActor->spr.pos);
pActor->set_int_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);
double nHeight = GetActorHeightF(pActor) * 0.5;
double z = fabs(pTargetActor->spr.pos.Z - pActor->spr.pos.Z);
if (z <= nHeight)
{
pActor->set_int_xvel(bcos(pActor->int_ang(), -5) - bcos(pActor->int_ang(), -7));
pActor->set_int_yvel(bsin(pActor->int_ang(), -5) - bsin(pActor->int_ang(), -7));
}
else
{
pActor->vel.X = 0;
pActor->vel.Y = 0;
}
pActor->set_int_zvel(int((pTargetActor->spr.pos.Z - pActor->spr.pos.Z) * zworldtoint / 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 = movesprite(pActor, pActor->int_xvel() << 13, pActor->int_yvel() << 13, pActor->int_zvel() << 2, 0, 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.angle = VecToAngle(pHitAct->spr.pos - pActor->spr.pos);
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