raze/source/games/exhumed/src/anims.cpp
Christoph Oelckers e470c59263 - Exhumed: Set opos for all dynamically spawned sprites.
Fixes #253

Let's hope this covers everything, the code is a bit scattered...
2021-02-27 00:16:03 +01:00

347 lines
9.5 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 "engine.h"
#include "aistuff.h"
#include "sequence.h"
#include "exhumed.h"
#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
short nMagicSeq = -1;
short nPreMagicSeq = -1;
short nSavePointSeq = -1;
FreeListArray<Anim, kMaxAnims> 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)
{
short nSprite = AnimList[nAnim].nSprite;
if (nSprite >= 0)
{
StopSpriteSound(nSprite);
runlist_SubRunRec(AnimList[nAnim].AnimRunRec);
runlist_DoSubRunRec(sprite[nSprite].extra);
runlist_FreeRun(sprite[nSprite].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;
}
if (nSprite == -1) {
nSprite = insertsprite(nSector, 500);
}
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].z = z;
sprite[nSprite].cstat = 0;
if (nFlag & 4)
{
sprite[nSprite].pal = 4;
sprite[nSprite].shade = -64;
}
else
{
sprite[nSprite].pal = 0;
sprite[nSprite].shade = -12;
}
sprite[nSprite].clipdist = 10;
sprite[nSprite].xrepeat = nRepeat;
sprite[nSprite].yrepeat = nRepeat;
sprite[nSprite].picnum = 1;
sprite[nSprite].ang = 0;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].backuppos();
// CHECKME - where is hitag set otherwise?
if (sprite[nSprite].statnum < 900) {
sprite[nSprite].hitag = -1;
}
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].owner = -1;
sprite[nSprite].extra = runlist_AddRunRec(sprite[nSprite].lotag - 1, nAnim | 0x100000);
AnimList[nAnim].AnimRunRec = runlist_AddRunRec(NewRun, nAnim | 0x100000);
AnimList[nAnim].nSprite = nSprite;
AnimList[nAnim].AnimFlags = nFlag;
AnimList[nAnim].field_2 = 0;
AnimList[nAnim].nSeq = SeqOffsets[val] + val2;
AnimList[nAnim].field_4 = 256;
if (nFlag & 0x80) {
sprite[nSprite].cstat |= 0x2; // set transluscence
}
return nAnim;
}
short GetAnimSprite(short nAnim)
{
return AnimList[nAnim].nSprite;
}
void FuncAnim(int a, int, int nRun)
{
short nAnim = RunData[nRun].nVal;
assert(nAnim >= 0 && nAnim < kMaxAnims);
short nSprite = AnimList[nAnim].nSprite;
short nSeq = AnimList[nAnim].nSeq;
assert(nSprite != -1);
int nMessage = a & 0x7F0000;
switch (nMessage)
{
case 0x20000:
{
short var_1C = AnimList[nAnim].field_2;
if (!(sprite[nSprite].cstat & 0x8000))
{
seq_MoveSequence(nSprite, nSeq, var_1C);
}
if (sprite[nSprite].statnum == kStatIgnited)
{
short nSpriteB = sprite[nSprite].hitag;
if (nSpriteB > -1)
{
sprite[nSprite].x = sprite[nSpriteB].x;
sprite[nSprite].y = sprite[nSpriteB].y;
sprite[nSprite].z = sprite[nSpriteB].z;
if (sprite[nSpriteB].sectnum != sprite[nSprite].sectnum)
{
if (sprite[nSpriteB].sectnum < 0 || sprite[nSpriteB].sectnum >= kMaxSectors)
{
DestroyAnim(nAnim);
mydeletesprite(nSprite);
return;
}
else
{
mychangespritesect(nSprite, sprite[nSpriteB].sectnum);
}
}
if (!var_1C)
{
if (sprite[nSpriteB].cstat != 0x8000)
{
short hitag2 = sprite[nSpriteB].hitag;
sprite[nSpriteB].hitag--;
if (hitag2 >= 15)
{
runlist_DamageEnemy(nSpriteB, -1, (sprite[nSpriteB].hitag - 14) * 2);
if (sprite[nSpriteB].shade < 100)
{
sprite[nSpriteB].pal = 0;
sprite[nSpriteB].shade++;
}
if (!(sprite[nSpriteB].cstat & 101))
{
DestroyAnim(nAnim);
mydeletesprite(nSprite);
return;
}
}
else
{
sprite[nSpriteB].hitag = 1;
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
}
else
{
sprite[nSpriteB].hitag = 1;
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
}
}
}
AnimList[nAnim].field_2++;
if (AnimList[nAnim].field_2 >= SeqSize[nSeq])
{
if (AnimList[nAnim].AnimFlags & 0x10)
{
AnimList[nAnim].field_2 = 0;
}
else if (nSeq == nPreMagicSeq)
{
AnimList[nAnim].field_2 = 0;
AnimList[nAnim].nSeq = nMagicSeq;
short nAnimSprite = AnimList[nAnim].nSprite;
AnimList[nAnim].AnimFlags |= 0x10;
sprite[nAnimSprite].cstat |= 2;
}
else if (nSeq == nSavePointSeq)
{
AnimList[nAnim].field_2 = 0;
AnimList[nAnim].nSeq++;
AnimList[nAnim].AnimFlags |= 0x10;
}
else
{
DestroyAnim(nAnim);
mydeletesprite(nSprite);
}
return;
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, nSeq, AnimList[nAnim].field_2, 0x101);
tsprite[a & 0xFFFF].owner = -1;
return;
}
case 0xA0000:
{
return;
}
default:
{
Printf("unknown msg %x for anim\n", a & 0x7F0000);
return;
}
}
}
void BuildExplosion(short nSprite)
{
short nSector = sprite[nSprite].sectnum;
int edx = 36;
if (SectFlag[nSector] & kSectUnderwater)
{
edx = 75;
}
else if (sprite[nSprite].z == sector[nSector].floorz)
{
edx = 34;
}
BuildAnim(-1, edx, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, sprite[nSprite].xrepeat, 4);
}
int BuildSplash(int nSprite, int nSector)
{
int nRepeat, nSound;
if (sprite[nSprite].statnum != 200)
{
nRepeat = sprite[nSprite].xrepeat + (RandomWord() % sprite[nSprite].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;
}
int nAnim = BuildAnim(-1, edx, 0, sprite[nSprite].x, sprite[nSprite].y, sector[nSector].floorz, nSector, nRepeat, nFlag);
if (!bIsLava)
{
D3PlayFX(StaticSound[nSound] | 0xa00, AnimList[nAnim].nSprite);
}
return AnimList[nAnim].nSprite;
}
END_PS_NS