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https://github.com/ZDoom/raze-gles.git
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- Blood: split out the 'modern dude' part of actKillDude.
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commit
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7 changed files with 142 additions and 97 deletions
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@ -2917,47 +2917,48 @@ static DBloodActor* actDropObject(DBloodActor* pSprite, int nType)
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//
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//---------------------------------------------------------------------------
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bool actHealDude(XSPRITE *pXDude, int a2, int a3)
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bool actHealDude(DBloodActor *actor, int add, int threshold)
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{
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assert(pXDude != NULL);
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a2 <<= 4;
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a3 <<= 4;
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if (pXDude->health < a3)
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if (!actor) return false;
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auto pXDude = &actor->x();
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add <<= 4;
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threshold <<= 4;
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if (pXDude->health < threshold)
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{
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spritetype *pSprite = &sprite[pXDude->reference];
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if (IsPlayerSprite(pSprite))
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum);
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pXDude->health = ClipHigh(pXDude->health+a2, a3);
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return 1;
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spritetype *pSprite = &actor->s();
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if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum);
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pXDude->health = min<uint32_t>(pXDude->health+add, threshold);
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return true;
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}
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return 0;
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return false;
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}
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void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType, int damage)
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{
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spritetype *pKillerSprite = &sprite[nKillerSprite];
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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int nType = pSprite->type-kDudeBase;
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int nXSprite = pSprite->extra;
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assert(nXSprite > 0);
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XSPRITE *pXSprite = &xsprite[pSprite->extra];
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switch (pSprite->type) {
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom: {
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static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
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{
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auto pSprite = &actor->s();
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auto pXSprite = &actor->x();
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GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
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removeDudeStuff(pSprite);
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if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) {
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if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != 5 && damageType != 4) {
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if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL)
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{
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if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != DAMAGE_TYPE_5 && damageType != DAMAGE_TYPE_4)
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{
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doExplosion(pSprite, pXSprite->data1 - kTrapExploder);
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if (Chance(0x9000)) damageType = (DAMAGE_TYPE)3;
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}
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if (damageType == DAMAGE_TYPE_1) {
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if (pExtra->availDeaths[DAMAGE_TYPE_1] && !spriteIsUnderwater(pSprite)) {
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if (pExtra->canBurn) {
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if (damageType == DAMAGE_TYPE_1)
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{
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if (pExtra->availDeaths[DAMAGE_TYPE_1] && !spriteIsUnderwater(pSprite))
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{
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if (pExtra->canBurn)
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{
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pSprite->type = kDudeModernCustomBurning;
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if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
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pSprite->pal = 0;
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@ -2966,18 +2967,20 @@ void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType,
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actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
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if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
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gDudeExtra[pSprite->extra].time = PlayClock + 360;
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return;
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return true;
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}
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} else {
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}
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else
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{
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pXSprite->burnTime = 0;
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pXSprite->burnSource = -1;
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damageType = DAMAGE_TYPE_0;
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}
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}
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} else {
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}
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else
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{
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pXSprite->locked = 1; // lock while transforming
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aiSetGenIdleState(pSprite, pXSprite); // set idle state
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@ -2988,16 +2991,18 @@ void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType,
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if (pXSprite->dropMsg > 0) // drop items
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actDropObject(pSprite, pXSprite->dropMsg);
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pSprite->flags &= ~kPhysMove; xvel[pSprite->index] = yvel[pSprite->index] = 0;
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playGenDudeSound(pSprite, kGenDudeSndTransforming);
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int seqId = pXSprite->data2 + kGenDudeSeqTransform;
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if (getSequence(seqId)) seqSpawn(seqId, 3, nXSprite, -1);
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else {
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seqKill(3, nXSprite);
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spritetype* pEffect = gFX.fxSpawn((FX_ID)52, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->ang);
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if (pEffect != NULL) {
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if (getSequence(seqId)) seqSpawn(seqId, actor, -1);
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else
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{
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seqKill(actor);
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DBloodActor* pEffectA = gFX.fxSpawnActor((FX_ID)52, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->ang);
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if (pEffectA != nullptr)
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{
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auto pEffect = &pEffectA->s();
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pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
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pEffect->pal = 6;
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pEffect->xrepeat = pSprite->xrepeat;
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@ -3005,24 +3010,43 @@ void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType,
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}
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GIBTYPE nGibType;
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++)
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{
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if (Chance(0x3000)) nGibType = GIBTYPE_6;
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else if (Chance(0x2000)) nGibType = GIBTYPE_5;
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else nGibType = GIBTYPE_17;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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GetActorExtents(actor, &top, &bottom);
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CGibPosition gibPos(pSprite->x, pSprite->y, top);
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CGibVelocity gibVel(xvel[pSprite->index] >> 1, yvel[pSprite->index] >> 1, -0xccccc);
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CGibVelocity gibVel(actor->xvel() >> 1, actor->yvel() >> 1, -0xccccc);
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GibSprite(pSprite, nGibType, &gibPos, &gibVel);
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}
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}
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pXSprite->sysData1 = kGenDudeTransformStatus; // in transform
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return;
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return true;
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}
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return false;
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}
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#endif
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void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType, int damage)
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{
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auto actor = &bloodActors[pSprite->index];
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spritetype *pKillerSprite = &sprite[nKillerSprite];
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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int nType = pSprite->type-kDudeBase;
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int nXSprite = pSprite->extra;
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assert(nXSprite > 0);
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XSPRITE *pXSprite = &xsprite[pSprite->extra];
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switch (pSprite->type)
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{
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom:
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if (actKillModernDude(actor, damageType)) return;
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break;
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}
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#endif
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case kDudeCerberusTwoHead: // Cerberus
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seqSpawn(dudeInfo[nType].seqStartID+1, 3, nXSprite, -1);
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@ -3034,8 +3058,8 @@ void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType,
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if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal)
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{
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pSprite->type = kDudeBurningCultist;
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aiNewState(&bloodActors[pXSprite->reference], &cultistBurnGoto);
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actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
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aiNewState(actor, &cultistBurnGoto);
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actHealDude(actor, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
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return;
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}
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// no break
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@ -3044,8 +3068,8 @@ void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType,
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if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal)
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{
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pSprite->type = kDudeBurningBeast;
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aiNewState(&bloodActors[pXSprite->reference], &beastBurnGoto);
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actHealDude(pXSprite, dudeInfo[53].startHealth, dudeInfo[53].startHealth);
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aiNewState(actor, &beastBurnGoto);
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actHealDude(actor, dudeInfo[53].startHealth, dudeInfo[53].startHealth);
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return;
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}
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// no break
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@ -3054,8 +3078,8 @@ void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType,
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if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal)
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{
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pSprite->type = kDudeBurningInnocent;
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aiNewState(&bloodActors[pXSprite->reference], &innocentBurnGoto);
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actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
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aiNewState(actor, &innocentBurnGoto);
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actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
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return;
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}
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break;
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@ -7041,5 +7065,10 @@ spritetype* actDropObject(spritetype* pSprite, int nType)
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return act ? &act->s() : nullptr;
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}
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bool actHealDude(XSPRITE* pXDude, int a2, int a3)
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{
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return actHealDude(&bloodActors[pXDude->reference], a2, a3);
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}
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END_BLD_NS
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@ -215,6 +215,7 @@ int actWallBounceVector(int *x, int *y, int nWall, int a4);
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int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
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void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11);
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spritetype *actDropObject(spritetype *pSprite, int nType);
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bool actHealDude(DBloodActor* pXDude, int a2, int a3);
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bool actHealDude(XSPRITE *pXDude, int a2, int a3);
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void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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@ -140,5 +140,4 @@ inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
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GetSpriteExtents(&actor->s(), top, bottom);
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}
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END_BLD_NS
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@ -25,6 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "build.h"
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#include "blood.h"
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#include "bloodactor.h"
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BEGIN_BLD_NS
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@ -353,4 +354,11 @@ void fxPrecache()
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}
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}
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, int nSector, int x, int y, int z, unsigned int a6)
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{
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auto spr = fxSpawn(nFx, nSector, x, y, z, a6);
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return spr ? &bloodActors[spr->index] : nullptr;
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}
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END_BLD_NS
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@ -94,6 +94,7 @@ public:
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void destroy(int);
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void remove(int);
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spritetype * fxSpawn(FX_ID, int, int, int, int, unsigned int);
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DBloodActor* fxSpawnActor(FX_ID, int, int, int, int, unsigned int);
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void fxProcess(void);
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};
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@ -487,6 +487,12 @@ void seqKillAll()
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activeList.clear();
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}
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void seqKill(DBloodActor* actor)
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{
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activeList.remove(4, actor->s().extra);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -103,6 +103,7 @@ void seqSpawn(int a1, int a2, int a3, int a4 = -1);
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void seqSpawn(int a1, DBloodActor* actor, int a4 = -1);
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void seqKill(int a1, int a2);
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void seqKill(DBloodActor* actor);
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void seqKillAll(void);
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int seqGetStatus(int a1, int a2);
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int seqGetID(int a1, int a2);
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