//------------------------------------------------------------------------- /* 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 BEGIN_PS_NS short nMagicSeq = -1; short nPreMagicSeq = -1; short nSavePointSeq = -1; //FreeListArray AnimList; 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) { auto pSprite = &pActor->s(); StopActorSound(pActor); runlist_SubRunRec(pActor->nRun); runlist_DoSubRunRec(pSprite->extra); runlist_FreeRun(pSprite->lotag - 1); DeleteActor(pActor); } } DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag) { if (pActor == nullptr) { pActor = insertActor(nSector, 500); } auto pSprite = &pActor->s(); pSprite->x = x; pSprite->y = y; pSprite->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; pSprite->extra = runlist_AddRunRec(pSprite->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) { pSprite->cstat |= 0x2; // set transluscence } return pActor; } void AIAnim::Tick(RunListEvent* ev) { auto pActor = ev->pObjActor; if (!pActor) return; short nIndex2 = pActor->nIndex2; auto pSprite = &pActor->s(); short nIndex = pActor->nIndex; if (!(pSprite->cstat & 0x8000)) { seq_MoveSequence(pActor, nIndex2, nIndex); } if (pSprite->statnum == kStatIgnited) { auto pIgniter = pActor->pTarget; if (pIgniter) { auto pSpriteB = &pIgniter->s(); pSprite->x = pSpriteB->x; pSprite->y = pSpriteB->y; pSprite->z = pSpriteB->z; if (pSpriteB->sectnum != pSprite->sectnum) { if (!validSectorIndex(pSpriteB)) { DestroyAnim(pActor); return; } else { ChangeActorSect(pActor, pSpriteB->sectnum); } } if (!nIndex) { if (pSpriteB->cstat != 0x8000) { short hitag2 = pSpriteB->hitag; pSpriteB->hitag--; if (hitag2 >= 15) { runlist_DamageEnemy(pIgniter, nullptr, (pSpriteB->hitag - 14) * 2); if (pSpriteB->shade < 100) { pSpriteB->pal = 0; pSpriteB->shade++; } if (!(pSpriteB->cstat & 101)) { DestroyAnim(pActor); return; } } else { pSpriteB->hitag = 1; DestroyAnim(pActor); } } else { pSpriteB->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; pSprite->cstat |= 2; } 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; short nIndex2 = pActor->nIndex2; seq_PlotSequence(ev->nParam, nIndex2, pActor->nIndex, 0x101); ev->pTSprite->owner = -1; } void BuildExplosion(DExhumedActor* pActor) { auto pSprite = &pActor->s(); int nSector = pSprite->sectnum; int edx = 36; if (SectFlag[nSector] & kSectUnderwater) { edx = 75; } else if (pSprite->z == pSprite->sector()->floorz) { edx = 34; } BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 4); } void BuildSplash(DExhumedActor* actor, int nSector) { auto pSprite = &actor->s(); int nRepeat, nSound; if (pSprite->statnum != 200) { nRepeat = pSprite->xrepeat + (RandomWord() % pSprite->xrepeat); nSound = kSound0; } else { nRepeat = 20; nSound = kSound1; } int bIsLava = SectFlag[nSector] & kSectLava; int edx, nFlag; if (bIsLava) { edx = 43; nFlag = 4; } else { edx = 35; nFlag = 0; } auto pActor = BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, sector[nSector].floorz, nSector, nRepeat, nFlag); if (!bIsLava) { D3PlayFX(StaticSound[nSound] | 0xa00, pActor); } } END_PS_NS