raze/source/games/exhumed/src/anims.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 "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;
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void SerializeAnim(FSerializer& arc)
{
if (arc.BeginObject("anims"))
{
arc("magic", nMagicSeq)
("premagic", nPreMagicSeq)
("savepoint", nSavePointSeq)
.EndObject();
}
}
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void InitAnims()
{
nMagicSeq = SeqOffsets[kSeqItems] + 21;
nPreMagicSeq = SeqOffsets[kSeqMagic2];
nSavePointSeq = SeqOffsets[kSeqItems] + 12;
}
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void DestroyAnim(DExhumedActor* pActor)
{
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if (pActor)
{
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auto pSprite = &pActor->s();
StopActorSound(pActor);
runlist_SubRunRec(pActor->nRun);
runlist_DoSubRunRec(pSprite->extra);
runlist_FreeRun(pSprite->lotag - 1);
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DeleteActor(pActor);
}
}
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DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, int x, int y, int z, sectortype* pSector, int nRepeat, int nFlag)
{
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if (pActor == nullptr) {
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pActor = insertActor(pSector, 500);
}
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auto pSprite = &pActor->s();
pSprite->pos.X = x;
pSprite->pos.Y = y;
pSprite->pos.Z = z;
pSprite->cstat = 0;
if (nFlag & 4)
{
pSprite->pal = 4;
pSprite->shade = -64;
}
else
{
pSprite->pal = 0;
pSprite->shade = -12;
}
pSprite->clipdist = 10;
pSprite->xrepeat = nRepeat;
pSprite->yrepeat = nRepeat;
pSprite->picnum = 1;
pSprite->ang = 0;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->backuppos();
// CHECKME - where is hitag set otherwise?
if (pSprite->statnum < 900) {
pSprite->hitag = -1;
}
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->owner = -1;
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pSprite->extra = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x100000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x100000);
pActor->nAction = nFlag;
pActor->nIndex = 0;
pActor->nIndex2 = SeqOffsets[val] + val2;
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pActor->pTarget = nullptr;
pActor->nDamage = pActor->nRun;
pActor->nPhase = ITEM_MAGIC;
if (nFlag & 0x80) {
pSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; // set transluscence
}
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return pActor;
}
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void AIAnim::Tick(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
int nIndex2 = pActor->nIndex2;
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auto pSprite = &pActor->s();
int nIndex = pActor->nIndex;
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if (!(pSprite->cstat & CSTAT_SPRITE_INVISIBLE))
{
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seq_MoveSequence(pActor, nIndex2, nIndex);
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}
if (pSprite->statnum == kStatIgnited)
{
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DExhumedActor* pIgniter = pActor->pTarget;
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if (pIgniter)
{
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auto pSpriteB = &pIgniter->s();
pSprite->pos.X = pSpriteB->pos.X;
pSprite->pos.Y = pSpriteB->pos.Y;
pSprite->pos.Z = pSpriteB->pos.Z;
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if (pSpriteB->sector() != pSprite->sector())
{
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if (!pSpriteB->sector())
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{
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DestroyAnim(pActor);
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return;
}
else
{
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ChangeActorSect(pActor, pSpriteB->sector());
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}
}
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if (!nIndex)
{
if (pSpriteB->cstat != CSTAT_SPRITE_INVISIBLE)
{
int hitag2 = pSpriteB->hitag;
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pSpriteB->hitag--;
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if (hitag2 >= 15)
{
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runlist_DamageEnemy(pIgniter, nullptr, (pSpriteB->hitag - 14) * 2);
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if (pSpriteB->shade < 100)
{
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pSpriteB->pal = 0;
pSpriteB->shade++;
}
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if (!(pSpriteB->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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else
{
pSpriteB->hitag = 1;
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DestroyAnim(pActor);
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}
}
else
{
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pSpriteB->hitag = 1;
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DestroyAnim(pActor);
}
}
}
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}
pActor->nIndex++;
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if (pActor->nIndex >= SeqSize[nIndex2])
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{
if (pActor->nAction & 0x10)
{
pActor->nIndex = 0;
}
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else if (nIndex2 == nPreMagicSeq)
{
pActor->nIndex = 0;
pActor->nIndex2 = nMagicSeq;
pActor->nAction |= 0x10;
pSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
}
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else if (nIndex2 == nSavePointSeq)
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{
pActor->nIndex = 0;
pActor->nIndex2++;
pActor->nAction |= 0x10;
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}
else
{
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DestroyAnim(pActor);
}
}
}
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void AIAnim::Draw(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
int nIndex2 = pActor->nIndex2;
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seq_PlotSequence(ev->nParam, nIndex2, pActor->nIndex, 0x101);
ev->pTSprite->ownerActor = nullptr;
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}
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void BuildExplosion(DExhumedActor* pActor)
{
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auto pSprite = &pActor->s();
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auto pSector = pSprite->sector();
int edx = 36;
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if (pSector->Flag & kSectUnderwater)
{
edx = 75;
}
else if (pSprite->pos.Z == pSprite->sector()->floorz)
{
edx = 34;
}
BuildAnim(nullptr, edx, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z, pSprite->sector(), pSprite->xrepeat, 4);
}
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void BuildSplash(DExhumedActor* actor, sectortype* pSector)
{
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auto pSprite = &actor->s();
int nRepeat, nSound;
if (pSprite->statnum != 200)
{
nRepeat = pSprite->xrepeat + (RandomWord() % pSprite->xrepeat);
nSound = kSound0;
}
else
{
nRepeat = 20;
nSound = kSound1;
}
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int bIsLava = pSector->Flag & kSectLava;
int edx, nFlag;
if (bIsLava)
{
edx = 43;
nFlag = 4;
}
else
{
edx = 35;
nFlag = 0;
}
auto pActor = BuildAnim(nullptr, edx, 0, pSprite->pos.X, pSprite->pos.Y, pSector->floorz, pSector, nRepeat, nFlag);
if (!bIsLava)
{
D3PlayFX(StaticSound[nSound] | 0xa00, pActor);
}
}
END_PS_NS