raze/source/games/exhumed/src/bubbles.cpp
Christoph Oelckers b191bca49e - BuildAnim
2021-12-25 21:29:01 +01:00

157 lines
3.8 KiB
C++

//-------------------------------------------------------------------------
/*
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
void DestroyBubble(DExhumedActor* pActor)
{
auto pSprite = &pActor->s();
runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pSprite->owner);
runlist_SubRunRec(pActor->nRun);
DeleteActor(pActor);
}
DExhumedActor* BuildBubble(vec3_t pos, sectortype* pSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
auto pActor = insertActor(pSector, 402);
auto pSprite = &pActor->s();
pSprite->pos = pos;
pSprite->cstat = 0;
pSprite->shade = -32;
pSprite->pal = 0;
pSprite->clipdist = 5;
pSprite->xrepeat = 40;
pSprite->yrepeat = 40;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = 1;
pSprite->ang = inita;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = -1200;
pSprite->hitag = -1;
pSprite->extra = -1;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->backuppos();
// GrabTimeSlot(3);
pActor->nFrame = 0;
pActor->nIndex = SeqOffsets[kSeqBubble] + nSize;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x140000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x140000);
return pActor;
}
void AIBubble::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nSeq = pActor->nIndex;
auto pSprite = &pActor->s();
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq]) {
pActor->nFrame = 0;
}
pSprite->z += pSprite->zvel;
auto pSector = pSprite->sector();
if (pSprite->z <= pSector->ceilingz)
{
auto pSectAbove = pSector->pAbove;
if (pSprite->hitag > -1 && pSectAbove != nullptr) {
BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, pSectAbove->floorz, pSectAbove, 64, 0);
}
DestroyBubble(pActor);
}
}
void AIBubble::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
seq_PlotSequence(ev->nParam, pActor->nIndex, pActor->nFrame, 1);
ev->pTSprite->owner = -1;
}
void DoBubbleMachines()
{
ExhumedStatIterator it(kStatBubbleMachine);
while (auto pActor = it.Next())
{
pActor->nCount--;
if (pActor->nCount <= 0)
{
pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
auto pSprite = &pActor->s();
BuildBubble(pSprite->pos, pSprite->sector());
}
}
}
void BuildBubbleMachine(DExhumedActor* pActor)
{
pActor->nFrame = 75;
pActor->nCount = pActor->nFrame;
auto pSprite = &pActor->s();
pSprite->cstat = 0x8000;
ChangeActorStat(pActor, kStatBubbleMachine);
}
void DoBubbles(int nPlayer)
{
vec3_t pos;
sectortype* pSector;
WheresMyMouth(nPlayer, &pos, &pSector);
auto pActor = BuildBubble(pos, pSector);
pActor->s().hitag = nPlayer;
}
END_PS_NS