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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runlist_DoSubRunRec(pActor->spr.lotag - 1);
runlist_DoSubRunRec(pActor->spr.intowner);
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runlist_SubRunRec(pActor->nRun);
DeleteActor(pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
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auto pActor = insertActor(pSector, 402);
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pActor->spr.pos = pos;
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pActor->spr.cstat = 0;
pActor->spr.shade = -32;
pActor->spr.pal = 0;
pActor->clipdist = 1.25;
pActor->spr.scale = DVector2(0.625, 0.625);
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pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.picnum = 1;
pActor->spr.Angles.Yaw = inita;
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pActor->vel.X = 0;
pActor->vel.Y = 0;
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pActor->vel.Z = -1200 / 256.;
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pActor->spr.hitag = -1;
pActor->spr.extra = -1;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->backuppos();
// GrabTimeSlot(3);
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pActor->nFrame = 0;
pActor->nIndex = SeqOffsets[kSeqBubble] + nSize;
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x140000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x140000);
return pActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIBubble::Tick(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
int nSeq = pActor->nIndex;
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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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}
pActor->spr.pos.Z = pActor->vel.Z;
auto pSector = pActor->sector();
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if (pActor->spr.pos.Z <= pSector->ceilingz)
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{
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auto pSectAbove = pSector->pAbove;
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if (pActor->spr.hitag > -1 && pSectAbove != nullptr) {
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BuildAnim(nullptr, 70, 0, DVector3(pActor->spr.pos.XY(), pSectAbove->floorz), pSectAbove, 1., 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);
ev->pTSprite->ownerActor = nullptr;
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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;
BuildBubble(pActor->spr.pos, pActor->sector());
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void BuildBubbleMachine(DExhumedActor* pActor)
{
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pActor->nFrame = 75;
pActor->nCount = pActor->nFrame;
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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ChangeActorStat(pActor, kStatBubbleMachine);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoBubbles(int nPlayer)
{
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sectortype* pSector;
auto pos = WheresMyMouth(nPlayer, &pSector);
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auto pActor = BuildBubble(pos, pSector);
pActor->spr.hitag = nPlayer;
}
END_PS_NS