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https://github.com/ZDoom/Raze.git
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9b52b3b451
This already takes care of most sector[] accesses in Exhumed
511 lines
12 KiB
C++
511 lines
12 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, short anim)
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{
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auto pSprite = &pActor->s();
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auto pChunkActor = insertActor(pSprite->sectnum, 99);
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auto pSprite2 = &pChunkActor->s();
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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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pSprite2->x = pSprite->x;
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pSprite2->y = pSprite->y;
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pSprite2->z = pSprite->z;
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pSprite2->cstat = 0;
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pSprite2->shade = -12;
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pSprite2->pal = 0;
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pSprite2->xvel = (RandomSize(5) - 16) << 8;
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pSprite2->yvel = (RandomSize(5) - 16) << 8;
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pSprite2->xrepeat = 64;
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pSprite2->yrepeat = 64;
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pSprite2->xoffset = 0;
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pSprite2->yoffset = 0;
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pSprite2->zvel = (-(RandomByte() + 512)) * 2;
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seq_GetSeqPicnum(kSeqFish, pChunkActor->nCount, 0);
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pSprite2->picnum = anim;
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pSprite2->lotag = runlist_HeadRun() + 1;
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pSprite2->clipdist = 0;
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// GrabTimeSlot(3);
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pSprite2->extra = -1;
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pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, pChunkActor, 0x200000);
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pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
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}
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void BuildBlood(int x, int y, int z, int nSector)
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{
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BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 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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auto pSprite = &pActor->s();
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int nSeq = SeqOffsets[kSeqFish] + pActor->nCount;
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pSprite->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(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
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}
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}
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int FloorZ = pSprite->sector()->floorz;
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if (FloorZ <= pSprite->z)
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{
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pSprite->z += 256;
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if ((pSprite->z - FloorZ) > 25600)
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{
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pSprite->zvel = 0;
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->lotag - 1);
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runlist_SubRunRec(pSprite->hitag);
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DeleteActor(pActor);
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}
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else if ((pSprite->z - FloorZ) > 0)
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{
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pSprite->zvel = 1024;
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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, pSprite->xvel << 8, pSprite->yvel << 8, pSprite->zvel, 2560, -2560, CLIPMASK1);
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if (coll.type != kHitNone)
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{
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pSprite->xvel = 0;
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pSprite->yvel = 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, int x, int y, int z, int nSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 103);
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pSprite = &pActor->s();
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}
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else
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{
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = pSprite->z;
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nAngle = pSprite->ang;
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ChangeActorStat(pActor, 103);
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}
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pSprite->x = x;
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pSprite->y = y;
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pSprite->z = z;
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pSprite->cstat = 0x101;
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pSprite->shade = -12;
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pSprite->clipdist = 80;
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pSprite->xrepeat = 40;
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pSprite->yrepeat = 40;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->ang = nAngle;
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pSprite->lotag = runlist_HeadRun() + 1;
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pSprite->hitag = 0;
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pSprite->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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pSprite->owner = runlist_AddRunRec(pSprite->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, short edx)
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{
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auto pSprite = &pActor->s();
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pSprite->ang += (256 - RandomSize(9)) + 1024;
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pSprite->ang &= kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -8);
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pSprite->yvel = bsin(pSprite->ang, -8);
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pSprite->zvel = RandomSize(9);
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if (!edx)
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{
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if (RandomBit()) {
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pSprite->zvel = -pSprite->zvel;
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}
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}
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else if (edx < 0)
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{
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pSprite->zvel = -pSprite->zvel;
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}
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}
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void DestroyFish(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->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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short 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->owner = -1;
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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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auto pSprite = &pActor->s();
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short nAction = pActor->nAction;
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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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pSprite->cstat &= 0xFEFE;
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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], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
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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->s().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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auto pSprite = &pActor->s();
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short nAction = pActor->nAction;
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if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
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{
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Gravity(pActor);
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}
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short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
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pSprite->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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auto 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 = GetMyAngle(pTargetActor->s().x - pSprite->x, pTargetActor->s().z - pSprite->z);
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pSprite->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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int nHeight = GetActorHeight(pActor) >> 1;
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int z = abs(pTargetActor->s().z - pSprite->z);
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if (z <= nHeight)
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{
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pSprite->xvel = bcos(pSprite->ang, -5) - bcos(pSprite->ang, -7);
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pSprite->yvel = bsin(pSprite->ang, -5) - bsin(pSprite->ang, -7);
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}
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else
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{
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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pSprite->zvel = (pTargetActor->s().z - pSprite->z) >> 3;
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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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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z;
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int nSector =pSprite->sectnum;
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// loc_2EF54
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Collision coll = movesprite(pActor, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0);
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if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
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{
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ChangeActorSect(pActor, nSector);
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pSprite->x = x;
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pSprite->y = y;
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pSprite->z = z;
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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 pHitSpr = &coll.actor->s();
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if (pHitSpr->statnum == 100)
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{
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pActor->pTarget = coll.actor;
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pSprite->ang = GetMyAngle(pHitSpr->x - pSprite->x, pHitSpr->y - pSprite->y);
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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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