raze/source/games/exhumed/src/bubbles.cpp
2022-08-26 19:53:08 +02:00

151 lines
3.8 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 "exhumed.h"
#include "engine.h"
#include "sequence.h"
#include "mapinfo.h"
#include <assert.h>
BEGIN_PS_NS
void DestroyBubble(DExhumedActor* pActor)
{
runlist_DoSubRunRec(pActor->spr.lotag - 1);
runlist_DoSubRunRec(pActor->spr.intowner);
runlist_SubRunRec(pActor->nRun);
DeleteActor(pActor);
}
DExhumedActor* BuildBubble(vec3_t pos, sectortype* pSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
auto pActor = insertActor(pSector, 402);
pActor->set_int_pos(pos);
pActor->spr.cstat = 0;
pActor->spr.shade = -32;
pActor->spr.pal = 0;
pActor->spr.clipdist = 5;
pActor->spr.xrepeat = 40;
pActor->spr.yrepeat = 40;
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.picnum = 1;
pActor->spr.ang = inita;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = -1200;
pActor->spr.hitag = -1;
pActor->spr.extra = -1;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->backuppos();
// GrabTimeSlot(3);
pActor->nFrame = 0;
pActor->nIndex = SeqOffsets[kSeqBubble] + nSize;
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x140000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x140000);
return pActor;
}
void AIBubble::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nSeq = pActor->nIndex;
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq]) {
pActor->nFrame = 0;
}
pActor->add_int_z(pActor->spr.zvel);
auto pSector = pActor->sector();
if (pActor->int_pos().Z <= pSector->ceilingz)
{
auto pSectAbove = pSector->pAbove;
if (pActor->spr.hitag > -1 && pSectAbove != nullptr) {
BuildAnim(nullptr, 70, 0, pActor->int_pos().X, pActor->int_pos().Y, pSectAbove->floorz, pSectAbove, 64, 0);
}
DestroyBubble(pActor);
}
}
void AIBubble::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
seq_PlotSequence(ev->nParam, pActor->nIndex, pActor->nFrame, 1);
ev->pTSprite->ownerActor = nullptr;
}
void DoBubbleMachines()
{
ExhumedStatIterator it(kStatBubbleMachine);
while (auto pActor = it.Next())
{
pActor->nCount--;
if (pActor->nCount <= 0)
{
pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
BuildBubble(pActor->int_pos(), pActor->sector());
}
}
}
void BuildBubbleMachine(DExhumedActor* pActor)
{
pActor->nFrame = 75;
pActor->nCount = pActor->nFrame;
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(pActor, kStatBubbleMachine);
}
void DoBubbles(int nPlayer)
{
vec3_t pos;
sectortype* pSector;
WheresMyMouth(nPlayer, &pos, &pSector);
auto pActor = BuildBubble(pos, pSector);
pActor->spr.hitag = nPlayer;
}
END_PS_NS