mirror of
https://github.com/DrBeef/Raze.git
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282 lines
7.1 KiB
C++
282 lines
7.1 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 "engine.h"
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#include "aistuff.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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int nMagicSeq = -1;
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int nPreMagicSeq = -1;
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int nSavePointSeq = -1;
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void SerializeAnim(FSerializer& arc)
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{
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if (arc.BeginObject("anims"))
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{
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arc("magic", nMagicSeq)
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("premagic", nPreMagicSeq)
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("savepoint", nSavePointSeq)
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.EndObject();
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}
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}
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void InitAnims()
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{
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nMagicSeq = SeqOffsets[kSeqItems] + 21;
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nPreMagicSeq = SeqOffsets[kSeqMagic2];
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nSavePointSeq = SeqOffsets[kSeqItems] + 12;
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}
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void DestroyAnim(DExhumedActor* pActor)
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{
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if (pActor)
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{
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StopActorSound(pActor);
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runlist_SubRunRec(pActor->nRun);
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runlist_DoSubRunRec(pActor->spr.extra);
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runlist_FreeRun(pActor->spr.lotag - 1);
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DeleteActor(pActor);
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}
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}
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DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector3& pos, sectortype* pSector, int nRepeat, int nFlag)
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{
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if (pActor == nullptr) {
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pActor = insertActor(pSector, 500);
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}
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pActor->spr.pos = pos;
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pActor->spr.cstat = 0;
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if (nFlag & 4)
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{
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pActor->spr.pal = 4;
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pActor->spr.shade = -64;
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}
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else
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{
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pActor->spr.pal = 0;
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pActor->spr.shade = -12;
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}
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pActor->set_const_clipdist(10);
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pActor->spr.xrepeat = nRepeat;
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pActor->spr.yrepeat = nRepeat;
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pActor->spr.picnum = 1;
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pActor->spr.angle = nullAngle;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 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->backuppos();
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// CHECKME - where is hitag set otherwise?
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if (pActor->spr.statnum < 900) {
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pActor->spr.hitag = -1;
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}
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.intowner = -1;
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pActor->spr.extra = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x100000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x100000);
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pActor->nAction = nFlag;
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pActor->nIndex = 0;
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pActor->nIndex2 = SeqOffsets[val] + val2;
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pActor->pTarget = nullptr;
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pActor->nDamage = pActor->nRun;
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pActor->nPhase = ITEM_MAGIC;
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if (nFlag & 0x80) {
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pActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; // set transluscence
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}
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return pActor;
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}
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void AIAnim::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 nIndex2 = pActor->nIndex2;
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int nIndex = pActor->nIndex;
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if (!(pActor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
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{
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seq_MoveSequence(pActor, nIndex2, nIndex);
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}
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if (pActor->spr.statnum == kStatIgnited)
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{
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DExhumedActor* pIgniter = pActor->pTarget;
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if (pIgniter)
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{
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pActor->spr.pos = pIgniter->spr.pos;
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if (pIgniter->sector() != pActor->sector())
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{
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if (!pIgniter->sector())
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{
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DestroyAnim(pActor);
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return;
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}
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else
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{
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ChangeActorSect(pActor, pIgniter->sector());
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}
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}
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if (!nIndex)
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{
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if (pIgniter->spr.cstat != CSTAT_SPRITE_INVISIBLE)
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{
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int hitag2 = pIgniter->spr.hitag;
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pIgniter->spr.hitag--;
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if (hitag2 >= 15)
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{
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runlist_DamageEnemy(pIgniter, nullptr, (pIgniter->spr.hitag - 14) * 2);
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if (pIgniter->spr.shade < 100)
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{
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pIgniter->spr.pal = 0;
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pIgniter->spr.shade++;
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}
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if (!(pIgniter->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) // was 101 (decimal), GDX had 0x101 which appears to be correct.
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{
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DestroyAnim(pActor);
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return;
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}
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}
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else
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{
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pIgniter->spr.hitag = 1;
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DestroyAnim(pActor);
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}
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}
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else
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{
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pIgniter->spr.hitag = 1;
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DestroyAnim(pActor);
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}
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}
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}
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}
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pActor->nIndex++;
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if (pActor->nIndex >= SeqSize[nIndex2])
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{
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if (pActor->nAction & 0x10)
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{
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pActor->nIndex = 0;
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}
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else if (nIndex2 == nPreMagicSeq)
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{
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pActor->nIndex = 0;
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pActor->nIndex2 = nMagicSeq;
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pActor->nAction |= 0x10;
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pActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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}
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else if (nIndex2 == nSavePointSeq)
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{
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pActor->nIndex = 0;
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pActor->nIndex2++;
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pActor->nAction |= 0x10;
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}
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else
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{
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DestroyAnim(pActor);
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}
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}
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}
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void AIAnim::Draw(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 nIndex2 = pActor->nIndex2;
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seq_PlotSequence(ev->nParam, nIndex2, pActor->nIndex, 0x101);
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ev->pTSprite->ownerActor = nullptr;
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}
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void BuildExplosion(DExhumedActor* pActor)
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{
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auto pSector = pActor->sector();
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int edx = 36;
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if (pSector->Flag & kSectUnderwater)
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{
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edx = 75;
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}
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else if (pActor->spr.pos.Z == pActor->sector()->floorz)
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{
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edx = 34;
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}
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BuildAnim(nullptr, edx, 0, pActor->spr.pos, pActor->sector(), pActor->spr.xrepeat, 4);
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}
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void BuildSplash(DExhumedActor* pActor, sectortype* pSector)
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{
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int nRepeat, nSound;
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if (pActor->spr.statnum != 200)
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{
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nRepeat = pActor->spr.xrepeat + (RandomWord() % pActor->spr.xrepeat);
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nSound = kSound0;
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}
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else
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{
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nRepeat = 20;
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nSound = kSound1;
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}
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int bIsLava = pSector->Flag & kSectLava;
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int edx, nFlag;
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if (bIsLava)
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{
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edx = 43;
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nFlag = 4;
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}
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else
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{
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edx = 35;
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nFlag = 0;
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}
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auto pSpawned = BuildAnim(nullptr, edx, 0, DVector3(pActor->spr.pos.XY(), pSector->floorz), pSector, nRepeat, nFlag);
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if (!bIsLava)
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{
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D3PlayFX(StaticSound[nSound] | 0xa00, pSpawned);
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}
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}
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END_PS_NS
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