mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 15:11:41 +00:00
586 lines
16 KiB
C++
586 lines
16 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}
|
|
};
|
|
|
|
|
|
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<Fish> FishList;
|
|
TArray<Chunk> 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();
|
|
}
|
|
|
|
int BuildFishLimb(short nFish, short edx)
|
|
{
|
|
short nSprite = FishList[nFish].nSprite;
|
|
|
|
int nFree = FishChunk.Reserve(1);
|
|
|
|
int nSprite2 = insertsprite(sprite[nSprite].sectnum, 99);
|
|
assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
|
|
|
|
FishChunk[nFree].nSprite = nSprite2;
|
|
FishChunk[nFree].nSeqIndex = edx + 40;
|
|
FishChunk[nFree].nIndex = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + edx + 40];
|
|
|
|
sprite[nSprite2].x = sprite[nSprite].x;
|
|
sprite[nSprite2].y = sprite[nSprite].y;
|
|
sprite[nSprite2].z = sprite[nSprite].z;
|
|
sprite[nSprite2].cstat = 0;
|
|
sprite[nSprite2].shade = -12;
|
|
sprite[nSprite2].pal = 0;
|
|
sprite[nSprite2].xvel = (RandomSize(5) - 16) << 8;
|
|
sprite[nSprite2].yvel = (RandomSize(5) - 16) << 8;
|
|
sprite[nSprite2].xrepeat = 64;
|
|
sprite[nSprite2].yrepeat = 64;
|
|
sprite[nSprite2].xoffset = 0;
|
|
sprite[nSprite2].yoffset = 0;
|
|
sprite[nSprite2].zvel = (-(RandomByte() + 512)) * 2;
|
|
|
|
seq_GetSeqPicnum(kSeqFish, FishChunk[nFree].nSeqIndex, 0);
|
|
|
|
sprite[nSprite2].picnum = edx;
|
|
sprite[nSprite2].lotag = runlist_HeadRun() + 1;
|
|
sprite[nSprite2].clipdist = 0;
|
|
|
|
// GrabTimeSlot(3);
|
|
|
|
sprite[nSprite2].extra = -1;
|
|
sprite[nSprite2].owner = runlist_AddRunRec(sprite[nSprite2].lotag - 1, nFree | 0x200000);
|
|
sprite[nSprite2].hitag = runlist_AddRunRec(NewRun, nFree | 0x200000);
|
|
|
|
return nFree | 0x200000;
|
|
}
|
|
|
|
void BuildBlood(int x, int y, int z, short nSector)
|
|
{
|
|
BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128);
|
|
}
|
|
|
|
void FuncFishLimb(int a, int, int nRun)
|
|
{
|
|
short nFish = RunData[nRun].nVal;
|
|
short nSprite = FishChunk[nFish].nSprite;
|
|
assert(nSprite >= 0 && nSprite < kMaxSprites);
|
|
|
|
int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex;
|
|
|
|
int nMessage = a & kMessageMask;
|
|
|
|
switch (nMessage)
|
|
{
|
|
case 0x20000:
|
|
{
|
|
sprite[nSprite].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(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
|
|
}
|
|
}
|
|
|
|
int FloorZ = sector[sprite[nSprite].sectnum].floorz;
|
|
|
|
if (FloorZ <= sprite[nSprite].z)
|
|
{
|
|
sprite[nSprite].z += 256;
|
|
|
|
if ((sprite[nSprite].z - FloorZ) > 25600)
|
|
{
|
|
sprite[nSprite].zvel = 0;
|
|
runlist_DoSubRunRec(sprite[nSprite].owner);
|
|
runlist_FreeRun(sprite[nSprite].lotag - 1);
|
|
runlist_SubRunRec(sprite[nSprite].hitag);
|
|
mydeletesprite(nSprite);
|
|
}
|
|
else if ((sprite[nSprite].z - FloorZ) > 0)
|
|
{
|
|
sprite[nSprite].zvel = 1024;
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (movesprite(nSprite, sprite[nSprite].xvel << 8, sprite[nSprite].yvel << 8, sprite[nSprite].zvel, 2560, -2560, CLIPMASK1))
|
|
{
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 0x90000:
|
|
{
|
|
seq_PlotSequence(a & 0xFFFF, nSeq, FishChunk[nFish].nIndex, 1);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
|
|
{
|
|
int nFish = FishList.Reserve(1);
|
|
|
|
if (nSprite == -1)
|
|
{
|
|
nSprite = insertsprite(nSector, 103);
|
|
}
|
|
else
|
|
{
|
|
x = sprite[nSprite].x;
|
|
y = sprite[nSprite].y;
|
|
z = sprite[nSprite].z;
|
|
nAngle = sprite[nSprite].ang;
|
|
changespritestat(nSprite, 103);
|
|
}
|
|
|
|
assert(nSprite >= 0 && nSprite < kMaxSprites);
|
|
|
|
sprite[nSprite].x = x;
|
|
sprite[nSprite].y = y;
|
|
sprite[nSprite].z = z;
|
|
sprite[nSprite].cstat = 0x101;
|
|
sprite[nSprite].shade = -12;
|
|
sprite[nSprite].clipdist = 80;
|
|
sprite[nSprite].xrepeat = 40;
|
|
sprite[nSprite].yrepeat = 40;
|
|
sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
|
|
sprite[nSprite].xoffset = 0;
|
|
sprite[nSprite].yoffset = 0;
|
|
sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
sprite[nSprite].zvel = 0;
|
|
sprite[nSprite].ang = nAngle;
|
|
sprite[nSprite].lotag = runlist_HeadRun() + 1;
|
|
sprite[nSprite].hitag = 0;
|
|
sprite[nSprite].extra = -1;
|
|
|
|
// GrabTimeSlot(3);
|
|
|
|
FishList[nFish].nAction = 0;
|
|
FishList[nFish].nHealth = 200;
|
|
FishList[nFish].nSprite = nSprite;
|
|
FishList[nFish].nTarget = -1;
|
|
FishList[nFish].nCount = 60;
|
|
FishList[nFish].nFrame = 0;
|
|
|
|
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nFish | 0x120000);
|
|
FishList[nFish].nRun = runlist_AddRunRec(NewRun, nFish | 0x120000);
|
|
|
|
nCreaturesTotal++;
|
|
|
|
return nFish | 0x120000;
|
|
}
|
|
|
|
void IdleFish(short nFish, short edx)
|
|
{
|
|
short nSprite = FishList[nFish].nSprite;
|
|
|
|
sprite[nSprite].ang += (256 - RandomSize(9)) + 1024;
|
|
sprite[nSprite].ang &= kAngleMask;
|
|
|
|
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -8);
|
|
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -8);
|
|
|
|
FishList[nFish].nAction = 0;
|
|
FishList[nFish].nFrame = 0;
|
|
|
|
sprite[nSprite].zvel = RandomSize(9);
|
|
|
|
if (!edx)
|
|
{
|
|
if (RandomBit()) {
|
|
sprite[nSprite].zvel = -sprite[nSprite].zvel;
|
|
}
|
|
}
|
|
else if (edx < 0)
|
|
{
|
|
sprite[nSprite].zvel = -sprite[nSprite].zvel;
|
|
}
|
|
}
|
|
|
|
void DestroyFish(short nFish)
|
|
{
|
|
short nSprite = FishList[nFish].nSprite;
|
|
|
|
runlist_DoSubRunRec(sprite[nSprite].owner);
|
|
runlist_FreeRun(sprite[nSprite].lotag - 1);
|
|
runlist_SubRunRec(FishList[nFish].nRun);
|
|
mydeletesprite(nSprite);
|
|
}
|
|
|
|
void FuncFish(int a, int nDamage, int nRun)
|
|
{
|
|
short nFish = RunData[nRun].nVal;
|
|
assert(nFish >= 0 && nFish < (int)FishList.Size());
|
|
|
|
short nSprite = FishList[nFish].nSprite;
|
|
short nAction = FishList[nFish].nAction;
|
|
|
|
int nMessage = a & kMessageMask;
|
|
|
|
switch (nMessage)
|
|
{
|
|
default:
|
|
{
|
|
Printf("unknown msg %d for Fish\n", nMessage);
|
|
return;
|
|
}
|
|
|
|
case 0x90000:
|
|
{
|
|
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqFish] + FishSeq[nAction].a, FishList[nFish].nFrame, FishSeq[nAction].b);
|
|
tsprite[a & 0xFFFF].owner = -1;
|
|
return;
|
|
}
|
|
|
|
case 0xA0000:
|
|
{
|
|
if (FishList[nFish].nHealth <= 0) {
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
nDamage = runlist_CheckRadialDamage(nSprite);
|
|
if (!nDamage) {
|
|
return;
|
|
}
|
|
|
|
FishList[nFish].nCount = 10;
|
|
}
|
|
// fall through
|
|
fallthrough__;
|
|
}
|
|
case 0x80000:
|
|
{
|
|
if (!nDamage) {
|
|
return;
|
|
}
|
|
|
|
FishList[nFish].nHealth -= nDamage;
|
|
if (FishList[nFish].nHealth <= 0)
|
|
{
|
|
FishList[nFish].nHealth = 0;
|
|
nCreaturesKilled++;
|
|
|
|
sprite[nSprite].cstat &= 0xFEFE;
|
|
|
|
if (nMessage == 0x80000)
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
BuildFishLimb(nFish, i);
|
|
}
|
|
|
|
PlayFXAtXYZ(StaticSound[kSound40], sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
|
|
DestroyFish(nFish);
|
|
}
|
|
else
|
|
{
|
|
FishList[nFish].nAction = 9;
|
|
FishList[nFish].nFrame = 0;
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
short nTarget = a & 0xFFFF;
|
|
if (nTarget >= 0 && sprite[nTarget].statnum < 199)
|
|
{
|
|
FishList[nFish].nTarget = nTarget;
|
|
}
|
|
|
|
FishList[nFish].nAction = 4;
|
|
FishList[nFish].nFrame = 0;
|
|
FishList[nFish].nCount += 10;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case 0x20000:
|
|
{
|
|
if (!(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
|
|
{
|
|
Gravity(nSprite);
|
|
}
|
|
|
|
short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
|
|
|
|
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishList[nFish].nFrame);
|
|
|
|
seq_MoveSequence(nSprite, nSeq, FishList[nFish].nFrame);
|
|
|
|
FishList[nFish].nFrame++;
|
|
if (FishList[nFish].nFrame >= SeqSize[nSeq]) {
|
|
FishList[nFish].nFrame = 0;
|
|
}
|
|
|
|
short nTarget = FishList[nFish].nTarget;
|
|
|
|
switch (nAction)
|
|
{
|
|
default:
|
|
return;
|
|
|
|
case 0:
|
|
{
|
|
FishList[nFish].nCount--;
|
|
if (FishList[nFish].nCount <= 0)
|
|
{
|
|
nTarget = FindPlayer(nSprite, 60);
|
|
if (nTarget >= 0)
|
|
{
|
|
FishList[nFish].nTarget = nTarget;
|
|
FishList[nFish].nAction = 2;
|
|
FishList[nFish].nFrame = 0;
|
|
|
|
int nAngle = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].z - sprite[nSprite].z);
|
|
sprite[nSprite].zvel = bsin(nAngle, -5);
|
|
|
|
FishList[nFish].nCount = RandomSize(6) + 90;
|
|
}
|
|
else
|
|
{
|
|
IdleFish(nFish, 0);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 1:
|
|
return;
|
|
|
|
case 2:
|
|
case 3:
|
|
{
|
|
FishList[nFish].nCount--;
|
|
if (FishList[nFish].nCount <= 0)
|
|
{
|
|
IdleFish(nFish, 0);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
PlotCourseToSprite(nSprite, nTarget);
|
|
int nHeight = GetSpriteHeight(nSprite) >> 1;
|
|
|
|
int z = abs(sprite[nTarget].z - sprite[nSprite].z);
|
|
|
|
if (z <= nHeight)
|
|
{
|
|
sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -5) - bcos(sprite[nSprite].ang, -7);
|
|
sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -5) - bsin(sprite[nSprite].ang, -7);
|
|
}
|
|
else
|
|
{
|
|
sprite[nSprite].xvel = 0;
|
|
sprite[nSprite].yvel = 0;
|
|
}
|
|
|
|
sprite[nSprite].zvel = (sprite[nTarget].z - sprite[nSprite].z) >> 3;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 4:
|
|
{
|
|
if (FishList[nFish].nFrame == 0)
|
|
{
|
|
IdleFish(nFish, 0);
|
|
}
|
|
return;
|
|
}
|
|
|
|
case 8:
|
|
{
|
|
return;
|
|
}
|
|
|
|
case 9:
|
|
{
|
|
if (FishList[nFish].nFrame == 0)
|
|
{
|
|
DestroyFish(nFish);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
int x = sprite[nSprite].x;
|
|
int y = sprite[nSprite].y;
|
|
int z = sprite[nSprite].z;
|
|
short nSector = sprite[nSprite].sectnum;
|
|
|
|
// loc_2EF54
|
|
int nMov = movesprite(nSprite, sprite[nSprite].xvel << 13, sprite[nSprite].yvel << 13, sprite[nSprite].zvel << 2, 0, 0, CLIPMASK0);
|
|
|
|
if (!(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
|
|
{
|
|
mychangespritesect(nSprite, nSector);
|
|
sprite[nSprite].x = x;
|
|
sprite[nSprite].y = y;
|
|
sprite[nSprite].z = z;
|
|
|
|
IdleFish(nFish, 0);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (nAction >= 5) {
|
|
return;
|
|
}
|
|
|
|
if (!nMov)
|
|
{
|
|
if (nAction == 3)
|
|
{
|
|
FishList[nFish].nAction = 2;
|
|
FishList[nFish].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)
|
|
{
|
|
FishList[nFish].nTarget = nMov & 0x3FFF;
|
|
sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
|
|
|
|
if (nAction != 3)
|
|
{
|
|
FishList[nFish].nAction = 3;
|
|
FishList[nFish].nFrame = 0;
|
|
}
|
|
|
|
if (!FishList[nFish].nFrame)
|
|
{
|
|
runlist_DamageEnemy(nTarget, nSprite, 2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (nMov & 0x20000)
|
|
{
|
|
IdleFish(nFish, -1);
|
|
}
|
|
else
|
|
{
|
|
IdleFish(nFish, 1);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
END_PS_NS
|