text: //-------------------------------------------------------------------------
  /*
  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
  
  #define kMaxFishes		128
  #define kMaxChunks		128
  
  short FishCount = 0;
  
  static actionSeq ActionSeq[] = {
      {8, 0},
      {8, 0},
      {0, 0},
      {24, 0},
      {8, 0},
      {32, 1},
      {33, 1},
      {34, 1},
      {35, 1},
      {39, 1}
  };
  
  short nChunksFree;
  
  int nFreeChunk[kMaxChunks] = { 0 };
  
  struct Fish
  {
      short nHealth;
      short nFrame;
      short nAction;
      short nSprite;
      short nTarget;
      short field_A;
      short field_C;
      short nRun;
  };
  
  struct Chunk
  {
      short nSprite;
      short field_2;
      short field_4;
      short field_6;
  };
  
  Fish FishList[kMaxFishes];
  Chunk FishChunk[kMaxChunks];
  
  static SavegameHelper sgh("fish",
      SV(FishCount),
      SV(nChunksFree),
      SA(nFreeChunk),
      SA(FishList),
      SA(FishChunk),
      nullptr);
  
  
  void InitFishes()
  {
      FishCount = 0;
      nChunksFree = kMaxChunks;
  
      for (int i = 0; i < kMaxChunks; i++) {
          nFreeChunk[i] = i;
      }
  }
  
  int BuildFishLimb(short nFish, short edx)
  {
      if (nChunksFree <= 0) {
          return -1;
      }
  
      short nSprite = FishList[nFish].nSprite;
  
      nChunksFree--;
  
      int nFree = nFreeChunk[nChunksFree];
  
      int nSprite2 = insertsprite(sprite[nSprite].sectnum, 99);
      assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
  
      FishChunk[nFree].nSprite = nSprite2;
      FishChunk[nFree].field_4 = edx + 40;
      FishChunk[nFree].field_2 = 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].field_4, 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].field_4;
  
      int nMessage = a & kMessageMask;
  
      switch (nMessage)
      {
          case 0x20000:
          {
              sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].field_2);
  
              Gravity(nSprite);
  
              FishChunk[nFish].field_2++;
  
              if (FishChunk[nFish].field_2 >= SeqSize[nSeq])
              {
                  FishChunk[nFish].field_2 = 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].field_2, 1);
              return;
          }
      }
  }
  
  int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
  {
      short nFish = FishCount;
      FishCount++;
  
      if (nFish >= kMaxFishes) {
          return -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, ActionSeq[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].field_C = 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 = Cos(sprite[nSprite].ang) >> 8;
      sprite[nSprite].yvel = Sin(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 < kMaxFishes);
  
      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] + ActionSeq[nAction].a, FishList[nFish].nFrame, ActionSeq[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].field_C = 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].field_C += 10;
              }
  
              return;
          }
  
          case 0x20000:
          {
              if (!(SectFlag[sprite[nSprite].sectnum] & kSectUnderwater))
              {
                  Gravity(nSprite);
              }
  
              short nSeq = SeqOffsets[kSeqFish] + ActionSeq[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].field_C--;
                      if (FishList[nFish].field_C <= 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 = Sin(nAngle) >> 5;
  
                              FishList[nFish].field_C = RandomSize(6) + 90;
                          }
                          else
                          {
                              IdleFish(nFish, 0);
                          }
                      }
  
                      break;
                  }
  
                  case 1:
                      return;
  
                  case 2:
                  case 3:
                  {
                      FishList[nFish].field_C--;
                      if (FishList[nFish].field_C <= 0)
                      {
                          IdleFish(nFish, 0);
                          return;
                      }
                      else
                      {
                          PlotCourseToSprite(nSprite, nTarget);
                          int nHeight = GetSpriteHeight(nSprite) >> 1;
  
                          int z = klabs(sprite[nTarget].z - sprite[nSprite].z);
  
                          if (z <= nHeight)
                          {
                              sprite[nSprite].xvel = (Cos(sprite[nSprite].ang) >> 5) - (Cos(sprite[nSprite].ang) >> 7);
                              sprite[nSprite].yvel = (Sin(sprite[nSprite].ang) >> 5) - (Sin(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
  