mirror of
https://github.com/ZDoom/Raze.git
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296 lines
7.1 KiB
C++
296 lines
7.1 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "engine.h"
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#include "aistuff.h"
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#include "sequence.h"
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#include "exhumed.h"
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#include "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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int nMagicSeq = -1;
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int nPreMagicSeq = -1;
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int nSavePointSeq = -1;
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//FreeListArray<Anim, kMaxAnims> AnimList;
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void SerializeAnim(FSerializer& arc)
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{
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if (arc.BeginObject("anims"))
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{
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arc("magic", nMagicSeq)
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("premagic", nPreMagicSeq)
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("savepoint", nSavePointSeq)
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.EndObject();
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}
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}
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void InitAnims()
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{
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nMagicSeq = SeqOffsets[kSeqItems] + 21;
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nPreMagicSeq = SeqOffsets[kSeqMagic2];
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nSavePointSeq = SeqOffsets[kSeqItems] + 12;
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}
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void DestroyAnim(DExhumedActor* pActor)
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{
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if (pActor)
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{
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auto pSprite = &pActor->s();
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StopActorSound(pActor);
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runlist_SubRunRec(pActor->nRun);
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runlist_DoSubRunRec(pSprite->extra);
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runlist_FreeRun(pSprite->lotag - 1);
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DeleteActor(pActor);
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}
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}
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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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{
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if (pActor == nullptr) {
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pActor = insertActor(pSector, 500);
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}
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auto pSprite = &pActor->s();
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pSprite->x = x;
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pSprite->y = y;
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pSprite->z = z;
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pSprite->cstat = 0;
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if (nFlag & 4)
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{
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pSprite->pal = 4;
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pSprite->shade = -64;
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}
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else
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{
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pSprite->pal = 0;
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pSprite->shade = -12;
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}
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pSprite->clipdist = 10;
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pSprite->xrepeat = nRepeat;
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pSprite->yrepeat = nRepeat;
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pSprite->picnum = 1;
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pSprite->ang = 0;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->backuppos();
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// CHECKME - where is hitag set otherwise?
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if (pSprite->statnum < 900) {
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pSprite->hitag = -1;
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}
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pSprite->lotag = runlist_HeadRun() + 1;
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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);
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pActor->nAction = nFlag;
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pActor->nIndex = 0;
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pActor->nIndex2 = SeqOffsets[val] + val2;
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pActor->pTarget = nullptr;
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pActor->nDamage = pActor->nRun;
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pActor->nPhase = ITEM_MAGIC;
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if (nFlag & 0x80) {
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pSprite->cstat |= 0x2; // set transluscence
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}
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return pActor;
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}
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void AIAnim::Tick(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nIndex2 = pActor->nIndex2;
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auto pSprite = &pActor->s();
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int nIndex = pActor->nIndex;
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if (!(pSprite->cstat & 0x8000))
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{
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seq_MoveSequence(pActor, nIndex2, nIndex);
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}
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if (pSprite->statnum == kStatIgnited)
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{
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auto pIgniter = pActor->pTarget;
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if (pIgniter)
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{
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auto pSpriteB = &pIgniter->s();
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pSprite->x = pSpriteB->x;
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pSprite->y = pSpriteB->y;
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pSprite->z = pSpriteB->z;
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if (pSpriteB->sector() != pSprite->sector())
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{
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if (!pSpriteB->sector())
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{
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DestroyAnim(pActor);
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return;
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}
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else
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{
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ChangeActorSect(pActor, pSpriteB->sector());
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}
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}
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if (!nIndex)
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{
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if (pSpriteB->cstat != 0x8000)
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{
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int hitag2 = pSpriteB->hitag;
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pSpriteB->hitag--;
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if (hitag2 >= 15)
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{
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runlist_DamageEnemy(pIgniter, nullptr, (pSpriteB->hitag - 14) * 2);
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if (pSpriteB->shade < 100)
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{
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pSpriteB->pal = 0;
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pSpriteB->shade++;
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}
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if (!(pSpriteB->cstat & 101))
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{
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DestroyAnim(pActor);
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return;
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}
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}
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else
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{
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pSpriteB->hitag = 1;
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DestroyAnim(pActor);
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}
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}
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else
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{
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pSpriteB->hitag = 1;
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DestroyAnim(pActor);
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}
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}
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}
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}
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pActor->nIndex++;
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if (pActor->nIndex >= SeqSize[nIndex2])
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{
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if (pActor->nAction & 0x10)
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{
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pActor->nIndex = 0;
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}
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else if (nIndex2 == nPreMagicSeq)
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{
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pActor->nIndex = 0;
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pActor->nIndex2 = nMagicSeq;
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pActor->nAction |= 0x10;
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pSprite->cstat |= 2;
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}
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else if (nIndex2 == nSavePointSeq)
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{
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pActor->nIndex = 0;
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pActor->nIndex2++;
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pActor->nAction |= 0x10;
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}
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else
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{
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DestroyAnim(pActor);
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}
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}
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}
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void AIAnim::Draw(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nIndex2 = pActor->nIndex2;
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seq_PlotSequence(ev->nParam, nIndex2, pActor->nIndex, 0x101);
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ev->pTSprite->owner = -1;
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}
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void BuildExplosion(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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auto pSector = pSprite->sector();
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int edx = 36;
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if (pSector->Flag & kSectUnderwater)
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{
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edx = 75;
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}
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else if (pSprite->z == pSprite->sector()->floorz)
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{
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edx = 34;
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}
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BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4);
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}
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void BuildSplash(DExhumedActor* actor, sectortype* pSector)
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{
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auto pSprite = &actor->s();
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int nRepeat, nSound;
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if (pSprite->statnum != 200)
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{
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nRepeat = pSprite->xrepeat + (RandomWord() % pSprite->xrepeat);
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nSound = kSound0;
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}
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else
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{
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nRepeat = 20;
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nSound = kSound1;
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}
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int bIsLava = pSector->Flag & kSectLava;
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int edx, nFlag;
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if (bIsLava)
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{
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edx = 43;
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nFlag = 4;
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}
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else
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{
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edx = 35;
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nFlag = 0;
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}
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auto pActor = BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSector->floorz, pSector, nRepeat, nFlag);
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if (!bIsLava)
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{
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D3PlayFX(StaticSound[nSound] | 0xa00, pActor);
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}
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}
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END_PS_NS
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