raze/source/games/exhumed/src/anims.cpp
2022-10-17 17:25:58 +02:00

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