mirror of
https://github.com/ZDoom/Raze.git
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482 lines
11 KiB
C++
482 lines
11 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "engine.h"
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#include "sequence.h"
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#include "exhumed.h"
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#include "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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static actionSeq FishSeq[] = {
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{8, 0},
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{8, 0},
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{0, 0},
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{24, 0},
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{8, 0},
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{32, 1},
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{33, 1},
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{34, 1},
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{35, 1},
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{39, 1}
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};
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void BuildFishLimb(DExhumedActor* pActor, int anim)
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{
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auto pChunkActor = insertActor(pActor->sector(), 99);
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pChunkActor->nCount = anim + 40;
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pChunkActor->nFrame = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + anim + 40];
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pChunkActor->spr.pos = pActor->spr.pos;
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pChunkActor->spr.cstat = 0;
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pChunkActor->spr.shade = -12;
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pChunkActor->spr.pal = 0;
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pChunkActor->set_int_xvel((RandomSize(5) - 16) << 8);
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pChunkActor->set_int_yvel((RandomSize(5) - 16) << 8);
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pChunkActor->spr.xrepeat = 64;
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pChunkActor->spr.yrepeat = 64;
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pChunkActor->spr.xoffset = 0;
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pChunkActor->spr.yoffset = 0;
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pChunkActor->set_int_zvel((-(RandomByte() + 512)) * 2);
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seq_GetSeqPicnum(kSeqFish, pChunkActor->nCount, 0);
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pChunkActor->spr.picnum = anim;
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pChunkActor->spr.lotag = runlist_HeadRun() + 1;
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pChunkActor->spr.clipdist = 0;
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// GrabTimeSlot(3);
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pChunkActor->spr.extra = -1;
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pChunkActor->spr.intowner = runlist_AddRunRec(pChunkActor->spr.lotag - 1, pChunkActor, 0x200000);
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pChunkActor->spr.hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
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}
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void BuildBlood(const DVector3& pos, sectortype* pSector)
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{
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BuildAnim(nullptr, kSeqFish, 36, pos, pSector, 75, 128);
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}
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void AIFishLimb::Tick(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nSeq = SeqOffsets[kSeqFish] + pActor->nCount;
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pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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Gravity(pActor);
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq])
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{
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pActor->nFrame = 0;
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if (RandomBit()) {
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BuildBlood(pActor->spr.pos, pActor->sector());
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}
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}
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double FloorZ = pActor->sector()->floorz;
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if (FloorZ <= pActor->spr.pos.Z)
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{
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pActor->spr.pos.Z++;
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if ((pActor->spr.pos.Z - FloorZ) > 100)
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{
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pActor->vel.Z = 0;
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runlist_DoSubRunRec(pActor->spr.intowner);
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runlist_FreeRun(pActor->spr.lotag - 1);
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runlist_SubRunRec(pActor->spr.hitag);
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DeleteActor(pActor);
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}
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else if ((pActor->spr.pos.Z - FloorZ) > 0)
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{
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pActor->vel.Z = 4;
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}
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}
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else
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{
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auto coll = movesprite(pActor, pActor->int_xvel() << 8, pActor->int_yvel() << 8, pActor->int_zvel(), 2560, -2560, CLIPMASK1);
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if (coll.type != kHitNone)
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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}
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}
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}
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void AIFishLimb::Draw(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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int nSeq = SeqOffsets[kSeqFish] + pActor->nCount;
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seq_PlotSequence(ev->nParam, nSeq, pActor->nFrame, 1);
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}
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void BuildFish(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, DAngle nAngle)
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{
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if (pActor == nullptr)
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{
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pActor = insertActor(pSector, 103);
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pActor->spr.pos = pos;
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}
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else
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{
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nAngle = pActor->spr.angle;
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ChangeActorStat(pActor, 103);
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}
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.shade = -12;
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pActor->spr.clipdist = 80;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->spr.angle = nAngle;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.hitag = 0;
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pActor->spr.extra = -1;
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// GrabTimeSlot(3);
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pActor->nAction = 0;
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pActor->nHealth = 200;
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pActor->pTarget = nullptr;
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pActor->nCount = 60;
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pActor->nFrame = 0;
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x120000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x120000);
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nCreaturesTotal++;
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}
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void IdleFish(DExhumedActor* pActor, int edx)
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{
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pActor->add_int_ang((256 - RandomSize(9)) + 1024);
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pActor->norm_ang();
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pActor->VelFromAngle(-8);
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->set_int_zvel(RandomSize(9));
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if (!edx)
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{
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if (RandomBit()) {
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pActor->vel.Z = -pActor->vel.Z;
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}
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}
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else if (edx < 0)
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{
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pActor->vel.Z = -pActor->vel.Z;
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}
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}
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void DestroyFish(DExhumedActor* pActor)
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{
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runlist_DoSubRunRec(pActor->spr.intowner);
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runlist_FreeRun(pActor->spr.lotag - 1);
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runlist_SubRunRec(pActor->nRun);
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DeleteActor(pActor);
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}
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void AIFish::Draw(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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int nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b);
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ev->pTSprite->ownerActor = nullptr;
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return;
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}
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void AIFish::RadialDamage(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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if (pActor->nHealth <= 0) {
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return;
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}
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else
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{
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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if (!ev->nDamage) {
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return;
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}
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pActor->nCount = 10;
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}
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// fall through
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Damage(ev);
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}
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void AIFish::Damage(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!ev->nDamage || !pActor) {
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return;
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}
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (pActor->nHealth <= 0)
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{
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pActor->nHealth = 0;
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nCreaturesKilled++;
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pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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if (!ev->isRadialEvent())
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{
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for (int i = 0; i < 3; i++)
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{
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BuildFishLimb(pActor, i);
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}
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PlayFXAtXYZ(StaticSound[kSound40], pActor->spr.pos);
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DestroyFish(pActor);
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}
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else
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{
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pActor->nAction = 9;
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pActor->nFrame = 0;
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}
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return;
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}
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else
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{
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auto pTarget = ev->pOtherActor;
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if (pTarget && pTarget->spr.statnum < 199)
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{
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pActor->pTarget = pTarget;
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}
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pActor->nAction = 4;
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pActor->nFrame = 0;
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pActor->nCount += 10;
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}
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}
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void AIFish::Tick(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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int nAction = pActor->nAction;
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if (!(pActor->sector()->Flag & kSectUnderwater))
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{
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Gravity(pActor);
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}
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int nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
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pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq]) {
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pActor->nFrame = 0;
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}
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DExhumedActor* pTargetActor = pActor->pTarget;
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switch (nAction)
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{
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default:
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return;
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case 0:
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{
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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pTargetActor = FindPlayer(pActor, 60);
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if (pTargetActor)
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{
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pActor->pTarget = pTargetActor;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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int nAngle = getangle(pTargetActor->spr.pos - pActor->spr.pos);
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pActor->set_int_zvel(bsin(nAngle, -5));
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pActor->nCount = RandomSize(6) + 90;
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}
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else
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{
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IdleFish(pActor, 0);
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}
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}
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break;
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}
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case 1:
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return;
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case 2:
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case 3:
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{
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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IdleFish(pActor, 0);
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return;
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}
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else
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{
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PlotCourseToSprite(pActor, pTargetActor);
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double nHeight = GetActorHeightF(pActor) * 0.5;
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double z = fabs(pTargetActor->spr.pos.Z - pActor->spr.pos.Z);
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if (z <= nHeight)
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{
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pActor->set_int_xvel(bcos(pActor->int_ang(), -5) - bcos(pActor->int_ang(), -7));
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pActor->set_int_yvel(bsin(pActor->int_ang(), -5) - bsin(pActor->int_ang(), -7));
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}
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else
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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}
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pActor->set_int_zvel(int((pTargetActor->spr.pos.Z - pActor->spr.pos.Z) * zworldtoint / 8));
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}
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break;
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}
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case 4:
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{
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if (pActor->nFrame == 0)
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{
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IdleFish(pActor, 0);
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}
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return;
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}
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case 8:
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{
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return;
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}
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case 9:
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{
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if (pActor->nFrame == 0)
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{
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DestroyFish(pActor);
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}
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return;
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}
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}
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auto pos = pActor->spr.pos;
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auto pSector =pActor->sector();
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// loc_2EF54
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Collision coll = movesprite(pActor, pActor->int_xvel() << 13, pActor->int_yvel() << 13, pActor->int_zvel() << 2, 0, 0, CLIPMASK0);
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if (!(pActor->sector()->Flag & kSectUnderwater))
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{
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ChangeActorSect(pActor, pSector);
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pActor->spr.pos = pos;
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IdleFish(pActor, 0);
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return;
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}
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else
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{
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if (nAction >= 5) {
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return;
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}
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if (coll.type == kHitNone)
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{
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if (nAction == 3)
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{
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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return;
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}
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if (!coll.exbits)
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{
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if (coll.type == kHitWall)
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{
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IdleFish(pActor, 0);
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}
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else if (coll.type == kHitSprite)
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{
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auto pHitAct = coll.actor();
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if (pHitAct->spr.statnum == 100)
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{
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pActor->pTarget = coll.actor();
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pActor->spr.angle = VecToAngle(pHitAct->spr.pos - pActor->spr.pos);
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if (nAction != 3)
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{
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pActor->nAction = 3;
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pActor->nFrame = 0;
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}
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if (!pActor->nFrame)
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{
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runlist_DamageEnemy(coll.actor(), pActor, 2);
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}
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}
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}
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}
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else if (coll.exbits & kHitAux2)
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{
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IdleFish(pActor, -1);
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}
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else
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{
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IdleFish(pActor, 1);
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}
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}
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}
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END_PS_NS
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