//------------------------------------------------------------------------- /* 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; FSerializer& Serialize(FSerializer& arc, const char* keyname, Anim& w, Anim* def) { if (arc.BeginObject(keyname)) { arc("seq", w.nSeq) ("val1", w.field_2) ("val2", w.field_4) ("sprite", w.nSprite) ("runrec", w.AnimRunRec) ("flags", w.AnimFlags) .EndObject(); } return arc; } void SerializeAnim(FSerializer& arc) { if (arc.BeginObject("anims")) { arc("magic", nMagicSeq) ("premagic", nPreMagicSeq) ("savepoint", nSavePointSeq) ("list", AnimList) .EndObject(); } } void InitAnims() { AnimList.Clear(); nMagicSeq = SeqOffsets[kSeqItems] + 21; nPreMagicSeq = SeqOffsets[kSeqMagic2]; nSavePointSeq = SeqOffsets[kSeqItems] + 12; } void DestroyAnim(int nAnim) { auto pActor = &AnimList[nAnim]; short nSprite = pActor->nSprite; if (nSprite >= 0) { auto pSprite = &sprite[nSprite]; StopSpriteSound(nSprite); runlist_SubRunRec(pActor->AnimRunRec); runlist_DoSubRunRec(pSprite->extra); runlist_FreeRun(pSprite->lotag - 1); } AnimList.Release(nAnim); } int BuildAnim(int nSprite, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag) { int nAnim = AnimList.Get(); if (nAnim < 0) { return -1; } auto pActor = &AnimList[nAnim]; if (nSprite == -1) { nSprite = insertsprite(nSector, 500); } auto pSprite = &sprite[nSprite]; 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, nAnim, 0x100000); pActor->AnimRunRec = runlist_AddRunRec(NewRun, nAnim, 0x100000); pActor->nSprite = nSprite; pActor->AnimFlags = nFlag; pActor->field_2 = 0; pActor->nSeq = SeqOffsets[val] + val2; pActor->field_4 = 256; if (nFlag & 0x80) { pSprite->cstat |= 0x2; // set transluscence } return nAnim; } short GetAnimSprite(short nAnim) { auto pActor = &AnimList[nAnim]; return pActor->nSprite; } void AIAnim::Tick(RunListEvent* ev) { short nAnim = RunData[ev->nRun].nObjIndex; assert(nAnim >= 0 && nAnim < kMaxAnims); auto pActor = &AnimList[nAnim]; short nSprite = pActor->nSprite; short nSeq = pActor->nSeq; auto pSprite = &sprite[nSprite]; assert(nSprite != -1); short var_1C = pActor->field_2; if (!(pSprite->cstat & 0x8000)) { seq_MoveSequence(nSprite, nSeq, var_1C); } if (pSprite->statnum == kStatIgnited) { short nSpriteB = pSprite->hitag; if (nSpriteB > -1) { auto pSpriteB = &sprite[nSpriteB]; pSprite->x = pSpriteB->x; pSprite->y = pSpriteB->y; pSprite->z = pSpriteB->z; if (pSpriteB->sectnum != pSprite->sectnum) { if (pSpriteB->sectnum < 0 || pSpriteB->sectnum >= kMaxSectors) { DestroyAnim(nAnim); mydeletesprite(nSprite); return; } else { mychangespritesect(nSprite, pSpriteB->sectnum); } } if (!var_1C) { if (pSpriteB->cstat != 0x8000) { short hitag2 = pSpriteB->hitag; pSpriteB->hitag--; if (hitag2 >= 15) { runlist_DamageEnemy(nSpriteB, -1, (pSpriteB->hitag - 14) * 2); if (pSpriteB->shade < 100) { pSpriteB->pal = 0; pSpriteB->shade++; } if (!(pSpriteB->cstat & 101)) { DestroyAnim(nAnim); mydeletesprite(nSprite); return; } } else { pSpriteB->hitag = 1; DestroyAnim(nAnim); mydeletesprite(nSprite); } } else { pSpriteB->hitag = 1; DestroyAnim(nAnim); mydeletesprite(nSprite); } } } } pActor->field_2++; if (pActor->field_2 >= SeqSize[nSeq]) { if (pActor->AnimFlags & 0x10) { pActor->field_2 = 0; } else if (nSeq == nPreMagicSeq) { pActor->field_2 = 0; pActor->nSeq = nMagicSeq; short nAnimSprite = pActor->nSprite; pActor->AnimFlags |= 0x10; sprite[nAnimSprite].cstat |= 2; } else if (nSeq == nSavePointSeq) { pActor->field_2 = 0; pActor->nSeq++; pActor->AnimFlags |= 0x10; } else { DestroyAnim(nAnim); mydeletesprite(nSprite); } } } void AIAnim::Draw(RunListEvent* ev) { short nAnim = RunData[ev->nRun].nObjIndex; assert(nAnim >= 0 && nAnim < kMaxAnims); auto pActor = &AnimList[nAnim]; short nSeq = pActor->nSeq; seq_PlotSequence(ev->nParam, nSeq, pActor->field_2, 0x101); ev->pTSprite->owner = -1; } void FuncAnim(int nObject, int nMessage, int nDamage, int nRun) { AIAnim ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } void BuildExplosion(DExhumedActor* pActor) { auto pSprite = &pActor->s(); short nSector = pSprite->sectnum; int edx = 36; if (SectFlag[nSector] & kSectUnderwater) { edx = 75; } else if (pSprite->z == sector[nSector].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