raze/source/games/exhumed/src/bubbles.cpp

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//-------------------------------------------------------------------------
/*
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
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void DestroyBubble(DExhumedActor* pActor)
{
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auto pSprite = &pActor->s();
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runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pSprite->owner);
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runlist_SubRunRec(pActor->nRun);
DeleteActor(pActor);
}
DExhumedActor* BuildBubble(vec3_t pos, short nSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
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auto pActor = insertActor(nSector, 402);
auto pSprite = &pActor->s();
pSprite->pos = pos;
pSprite->cstat = 0;
pSprite->shade = -32;
pSprite->pal = 0;
pSprite->clipdist = 5;
pSprite->xrepeat = 40;
pSprite->yrepeat = 40;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = 1;
pSprite->ang = inita;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = -1200;
pSprite->hitag = -1;
pSprite->extra = -1;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->backuppos();
// GrabTimeSlot(3);
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pActor->nFrame = 0;
pActor->nIndex = SeqOffsets[kSeqBubble] + nSize;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x140000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x140000);
return pActor;
}
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void AIBubble::Tick(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
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short nSeq = pActor->nIndex;
auto pSprite = &pActor->s();
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq]) {
pActor->nFrame = 0;
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}
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pSprite->z += pSprite->zvel;
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short nSector = pSprite->sectnum;
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if (pSprite->z <= sector[nSector].ceilingz)
{
short nSectAbove = SectAbove[nSector];
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if (pSprite->hitag > -1 && nSectAbove != -1) {
BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, sector[nSectAbove].floorz, nSectAbove, 64, 0);
}
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DestroyBubble(pActor);
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}
}
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void AIBubble::Draw(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
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seq_PlotSequence(ev->nParam, pActor->nIndex, pActor->nFrame, 1);
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ev->pTSprite->owner = -1;
}
void DoBubbleMachines()
{
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ExhumedStatIterator it(kStatBubbleMachine);
while (auto pActor = it.Next())
{
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pActor->nCount--;
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if (pActor->nCount <= 0)
{
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pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
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auto pSprite = &pActor->s();
BuildBubble(pSprite->pos, pSprite->sectnum);
}
}
}
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void BuildBubbleMachine(DExhumedActor* pActor)
{
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pActor->nFrame = 75;
pActor->nCount = pActor->nFrame;
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auto pSprite = &pActor->s();
pSprite->cstat = 0x8000;
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ChangeActorStat(pActor, kStatBubbleMachine);
}
void DoBubbles(int nPlayer)
{
vec3_t pos;
short nSector;
WheresMyMouth(nPlayer, &pos, &nSector);
auto pActor = BuildBubble(pos, nSector);
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pActor->s().hitag = nPlayer;
}
END_PS_NS