raze/source/games/blood/src/fx.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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" // Must come before everything else!
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#include "build.h"
#include "blood.h"
#include "bloodactor.h"
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BEGIN_BLD_NS
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CFX gFX;
struct FXDATA {
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CALLBACK_ID funcID; // callback
uint8_t detail; // detail
int16_t seq; // seq
int16_t flags; // flags
int32_t gravity; // gravity
int32_t drag; // air drag
int32_t ate;
int16_t picnum; // picnum
uint8_t xrepeat; // xrepeat
uint8_t yrepeat; // yrepeat
ESpriteFlags cstat; // cstat
int8_t shade; // shade
uint8_t pal; // pal
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};
FXDATA gFXData[] = {
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{ kCallbackNone, 0, 49, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 0, 50, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 0, 51, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 0, 52, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 0, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 0, 44, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 0, 45, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 0, 46, 1, -128, 8192, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 2, 6, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 2, 42, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 2, 43, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 48, 3, -256, 8192, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 60, 3, -256, 8192, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackFXBloodBits, 2, 0, 1, 46603, 2048, 480, 2154, 40, 40, 0, -12, 0 },
{ kCallbackNone, 2, 0, 3, 46603, 5120, 480, 2269, 24, 24, 0, -128, 0 },
{ kCallbackNone, 2, 0, 3, 46603, 5120, 480, 1720, 24, 24, 0, -128, 0 },
{ kCallbackNone, 1, 0, 1, 58254, 3072, 480, 2280, 48, 48, 0, -128, 0 },
{ kCallbackNone, 1, 0, 1, 58254, 3072, 480, 3135, 48, 48, 0, -128, 0 },
{ kCallbackNone, 0, 0, 3, 58254, 1024, 480, 3261, 32, 32, 0, 0, 0 },
{ kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3265, 32, 32, 0, 0, 0 },
{ kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3269, 32, 32, 0, 0, 0 },
{ kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3273, 32, 32, 0, 0, 0 },
{ kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3277, 32, 32, 0, 0, 0 },
{ kCallbackNone, 2, 0, 1, -27962, 8192, 600, 1128, 16, 16, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP, -16, 0 }, // bubble 1
{ kCallbackNone, 2, 0, 1, -18641, 8192, 600, 1128, 12, 12, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP, -16, 0 }, // bubble 2
{ kCallbackNone, 2, 0, 1, -9320, 8192, 600, 1128, 8, 8, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP, -16, 0 }, // bubble 3
{ kCallbackNone, 2, 0, 1, -18641, 8192, 600, 1131, 32, 32, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP, -16, 0 },
{ kCallbackFXBloodBits, 2, 0, 3, 27962, 4096, 480, 733, 32, 32, 0, -16, 0 },
{ kCallbackNone, 1, 0, 3, 18641, 4096, 120, 2261, 12, 12, 0, -128, 0 },
{ kCallbackNone, 0, 47, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 0, 3, 58254, 3328, 480, 2185, 48, 48, 0, 0, 0 },
{ kCallbackNone, 0, 0, 3, 58254, 1024, 480, 2620, 48, 48, 0, 0, 0 },
{ kCallbackNone, 1, 55, 1, -13981, 5120, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 56, 1, -13981, 5120, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 57, 1, 0, 2048, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 58, 1, 0, 2048, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 2, 0, 0, 0, 0, 960, 956, 32, 32, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR, 0, 0 },
{ kCallbackFXBouncingSleeve, 2, 62, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackFXBouncingSleeve, 2, 63, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackFXBouncingSleeve, 2, 64, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackFXBouncingSleeve, 2, 65, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackFXBouncingSleeve, 2, 66, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackFXBouncingSleeve, 2, 67, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 0, 3, 0, 0, 0, 838, 16, 16, CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_WALL, -8, 0 },
{ kCallbackNone, 0, 0, 3, 34952, 8192, 0, 2078, 64, 64, 0, -8, 0 },
{ kCallbackNone, 0, 0, 3, 34952, 8192, 0, 1106, 64, 64, 0, -8, 0 },
{ kCallbackNone, 0, 0, 3, 58254, 3328, 480, 2406, 48, 48, 0, 0, 0 },
{ kCallbackNone, 1, 0, 3, 46603, 4096, 480, 3511, 64, 64, 0, -128, 0 },
{ kCallbackNone, 0, 8, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 2, 11, 3, -256, 8192, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 2, 11, 3, 0, 8192, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ kCallbackNone, 1, 30, 3, 0, 0, 0, 0, 40, 40, CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_WALL, -8, 0 },
{ kCallbackFXPodBloodSplat, 2, 0, 3, 27962, 4096, 480, 4023, 32, 32, 0, -16, 0 },
{ kCallbackFXPodBloodSplat, 2, 0, 3, 27962, 4096, 480, 4028, 32, 32, 0, -16, 0 },
{ kCallbackNone, 2, 0, 0, 0, 0, 480, 926, 32, 32, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR, -12, 0 },
{ kCallbackNone, 1, 70, 1, -13981, 5120, 0, 0, 0, 0, 0, 0, 0 }
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};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void CFX::destroy(DBloodActor* actor)
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{
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if (!actor) return;
evKillActor(actor);
if (actor->hasX()) seqKill(actor);
DeleteSprite(actor);
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}
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void CFX::remove(DBloodActor* actor)
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{
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if (!actor) return;
if (actor->hasX()) seqKill(actor);
if (actor->spr.statnum != kStatFree)
actPostSprite(actor, kStatFree);
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, int x, int y, int z, unsigned int a6)
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{
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DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
return fxSpawnActor(nFx, pSector, pos, a6);
}
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& pos, unsigned int a6)
{
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if (pSector == nullptr)
return nullptr;
auto pSector2 = pSector;
updatesectorz(pos, &pSector2);
if (!pSector2) return nullptr;
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if (adult_lockout && gGameOptions.nGameType <= 0)
{
switch (nFx)
{
case FX_0:
case FX_1:
case FX_2:
case FX_3:
case FX_13:
case FX_34:
case FX_35:
case FX_36:
return nullptr;
default:
break;
}
}
if (nFx < 0 || nFx >= kFXMax)
return nullptr;
FXDATA* pFX = &gFXData[nFx];
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auto actor = actSpawnSprite(pSector, pos, 1, 0);
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actor->spr.type = nFx;
actor->spr.picnum = pFX->picnum;
actor->spr.cstat |= pFX->cstat;
actor->spr.shade = pFX->shade;
actor->spr.pal = pFX->pal;
actor->spr.detail = pFX->detail;
if (pFX->xrepeat > 0)
actor->spr.xrepeat = pFX->xrepeat;
if (pFX->yrepeat > 0)
actor->spr.yrepeat = pFX->yrepeat;
if ((pFX->flags & 1) && Chance(0x8000))
actor->spr.cstat |= CSTAT_SPRITE_XFLIP;
if ((pFX->flags & 2) && Chance(0x8000))
actor->spr.cstat |= CSTAT_SPRITE_YFLIP;
if (pFX->seq)
{
actor->addX();
seqSpawn(pFX->seq, actor, -1);
}
if (a6 == 0)
a6 = pFX->ate;
if (a6)
evPostActor(actor, a6 + Random2(a6 >> 1), kCallbackRemove);
return actor;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void CFX::fxProcess(void)
{
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BloodStatIterator it(kStatFX);
while (auto actor = it.Next())
{
viewBackupSpriteLoc(actor);
auto pSector = actor->sector();
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assert(pSector);
assert(actor->spr.type < kFXMax);
FXDATA* pFXData = &gFXData[actor->spr.type];
actAirDrag(actor, pFXData->drag);
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actor->spr.pos += actor->vel;
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// Weird...
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if (actor->vel.X != 0 || (actor->vel.Y != 0 && actor->spr.pos.Z >= actor->sector()->floorz))
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{
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updatesector(actor->spr.pos, &pSector);
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if (pSector == nullptr)
{
remove(actor);
continue;
}
if (getflorzofslopeptrf(actor->sector(), actor->spr.pos) <= actor->spr.pos.Z)
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{
if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax)
{
remove(actor);
continue;
}
gCallback[pFXData->funcID](actor, nullptr);
continue;
}
if (pSector != actor->sector())
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{
assert(pSector);
ChangeActorSect(actor, pSector);
}
}
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if (!actor->vel.isZero())
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{
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double floorZ, ceilZ;
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getzsofslopeptr(pSector, actor->spr.pos, &ceilZ, &floorZ);
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if (ceilZ > actor->spr.pos.Z && !(pSector->ceilingstat & CSTAT_SECTOR_SKY))
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{
remove(actor);
continue;
}
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if (floorZ < actor->spr.pos.Z)
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{
if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax)
{
remove(actor);
continue;
}
gCallback[pFXData->funcID](actor, nullptr);
continue;
}
}
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actor->add_int_bvel_z(pFXData->gravity);
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}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void fxSpawnBlood(DBloodActor* actor, int)
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{
if (!actor->insector())
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return;
auto pSector = actor->sector();
updatesectorz(actor->spr.pos, &pSector);
if (!pSector) return;
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if (adult_lockout && gGameOptions.nGameType <= 0)
return;
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
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if (bloodactor)
{
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bloodactor->spr.angle = DAngle180;
bloodactor->vel.X = Random2F(0x6aaaa);
bloodactor->vel.Y = Random2F(0x6aaaa);
bloodactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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evPostActor(bloodactor, 8, kCallbackFXBloodSpurt);
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void fxSpawnPodStuff(DBloodActor* actor, int)
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{
if (!actor->insector())
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return;
auto pSector = actor->sector();
updatesectorz(actor->spr.pos, &pSector);
if (!pSector) return;
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if (adult_lockout && gGameOptions.nGameType <= 0)
return;
DBloodActor* spawnactor;
if (actor->spr.type == kDudePodGreen)
spawnactor = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos, 0);
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else
spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
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if (spawnactor)
{
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spawnactor->spr.angle = DAngle180;
spawnactor->vel.X = Random2F(0x6aaaa);
spawnactor->vel.Y = Random2F(0x6aaaa);
spawnactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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evPostActor(spawnactor, 8, kCallbackFXPodBloodSpray);
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4)
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{
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int x = actor->int_pos().X + MulScale(actor->native_clipdist() - 4, Cos(actor->int_ang()), 28);
int y = actor->int_pos().Y + MulScale(actor->native_clipdist() - 4, Sin(actor->int_ang()), 28);
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x += MulScale(a3, Cos(actor->int_ang() + 512), 30);
y += MulScale(a3, Sin(actor->int_ang() + 512), 30);
auto pBrass = gFX.fxSpawnActor((FX_ID)(FX_37 + Random(3)), actor->sector(), x, y, z, 0);
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if (pBrass)
{
if (!VanillaMode())
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pBrass->spr.angle = RandomAngle();
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int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
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int nAngle = actor->int_ang() + Random2(56) + 512;
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pBrass->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
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pBrass->set_int_bvel_y(MulScale(nDist, Sin(nAngle), 30));
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pBrass->set_int_bvel_z(actor->int_vel().Z - (0x20000 + (Random2(40) << 18) / 120));
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}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4)
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{
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int x = actor->int_pos().X + MulScale(actor->native_clipdist() - 4, Cos(actor->int_ang()), 28);
int y = actor->int_pos().Y + MulScale(actor->native_clipdist() - 4, Sin(actor->int_ang()), 28);
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x += MulScale(a3, Cos(actor->int_ang() + 512), 30);
y += MulScale(a3, Sin(actor->int_ang() + 512), 30);
auto pShell = gFX.fxSpawnActor((FX_ID)(FX_40 + Random(3)), actor->sector(), x, y, z, 0);
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if (pShell)
{
if (!VanillaMode())
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pShell->spr.angle = RandomAngle();
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int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
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int nAngle = actor->int_ang() + Random2(56) + 512;
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pShell->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
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pShell->set_int_bvel_y(MulScale(nDist, Sin(nAngle), 30));
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pShell->set_int_bvel_z(actor->int_vel().Z - (0x20000 + (Random2(20) << 18) / 120));
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}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void fxPrecache()
{
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for (int i = 0; i < kFXMax; i++)
{
tilePrecacheTile(gFXData[i].picnum, 0, 0);
if (gFXData[i].seq)
seqPrecacheId(gFXData[i].seq, 0);
}
}
END_BLD_NS