//------------------------------------------------------------------------- /* 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! #include "build.h" #include "blood.h" #include "bloodactor.h" BEGIN_BLD_NS CFX gFX; struct FXDATA { CALLBACK_ID funcID; // callback uint8_t detail; // detail short seq; // seq short flags; // flags int gravity; // gravity int drag; // air drag int ate; short picnum; // picnum uint8_t xrepeat; // xrepeat uint8_t yrepeat; // yrepeat short cstat; // cstat int8_t shade; // shade uint8_t pal; // pal }; FXDATA gFXData[] = { { 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, 514, -16, 0 }, // bubble 1 { kCallbackNone, 2, 0, 1, -18641, 8192, 600, 1128, 12, 12, 514, -16, 0 }, // bubble 2 { kCallbackNone, 2, 0, 1, -9320, 8192, 600, 1128, 8, 8, 514, -16, 0 }, // bubble 3 { kCallbackNone, 2, 0, 1, -18641, 8192, 600, 1131, 32, 32, 514, -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, 610, 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, 80, -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, 80, -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, 610, -12, 0 }, { kCallbackNone, 1, 70, 1, -13981, 5120, 0, 0, 0, 0, 0, 0, 0 } }; void CFX::destroy(int nSprite) { if (nSprite < 0 || nSprite >= kMaxSprites) return; evKill(nSprite, 3); if (sprite[nSprite].extra > 0) seqKill(3, sprite[nSprite].extra); DeleteSprite(nSprite); } void CFX::remove(int nSprite) { if (nSprite < 0 || nSprite >= kMaxSprites) return; spritetype *pSprite = &sprite[nSprite]; if (pSprite->extra > 0) seqKill(3, pSprite->extra); if (pSprite->statnum != kStatFree) actPostSprite(nSprite, kStatFree); } spritetype * CFX::fxSpawn(FX_ID nFx, int nSector, int x, int y, int z, unsigned int a6) { if (nSector < 0 || nSector >= numsectors) return NULL; int nSector2 = nSector; if (!FindSector(x, y, z, &nSector2)) return NULL; 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 NULL; default: break; } } if (nFx < 0 || nFx >= kFXMax) return NULL; FXDATA *pFX = &gFXData[nFx]; if (gStatCount[1] == 512) { StatIterator it(kStatFX); int nSprite = it.NextIndex(); while (nSprite != -1 && (sprite[nSprite].flags & 32)) nSprite = it.NextIndex(); if (nSprite == -1) return NULL; destroy(nSprite); } auto actor = actSpawnSprite(nSector, x, y, z, 1, 0); spritetype* pSprite = &actor->s(); pSprite->type = nFx; pSprite->picnum = pFX->picnum; pSprite->cstat |= pFX->cstat; pSprite->shade = pFX->shade; pSprite->pal = pFX->pal; sprite[pSprite->index].detail = pFX->detail; if (pFX->xrepeat > 0) pSprite->xrepeat = pFX->xrepeat; if (pFX->yrepeat > 0) pSprite->yrepeat = pFX->yrepeat; if ((pFX->flags & 1) && Chance(0x8000)) pSprite->cstat |= 4; if ((pFX->flags & 2) && Chance(0x8000)) pSprite->cstat |= 8; if (pFX->seq) { int nXSprite = dbInsertXSprite(pSprite->index); seqSpawn(pFX->seq, 3, nXSprite, -1); } if (a6 == 0) a6 = pFX->ate; if (a6) evPost((int)pSprite->index, 3, a6+Random2(a6>>1), kCallbackRemove); return pSprite; } void CFX::fxProcess(void) { int nSprite; StatIterator it(kStatFX); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; viewBackupSpriteLoc(nSprite, pSprite); short nSector = pSprite->sectnum; assert(nSector >= 0 && nSector < kMaxSectors); assert(pSprite->type < kFXMax); FXDATA *pFXData = &gFXData[pSprite->type]; actAirDrag(&bloodActors[pSprite->index], pFXData->drag); if (xvel[nSprite]) pSprite->x += xvel[nSprite]>>12; if (yvel[nSprite]) pSprite->y += yvel[nSprite]>>12; if (zvel[nSprite]) pSprite->z += zvel[nSprite]>>8; // Weird... if (xvel[nSprite] || (yvel[nSprite] && pSprite->z >= sector[pSprite->sectnum].floorz)) { updatesector(pSprite->x, pSprite->y, &nSector); if (nSector == -1) { remove(nSprite); continue; } if (getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y) <= pSprite->z) { if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax) { remove(nSprite); continue; } assert(gCallback[pFXData->funcID] != NULL); gCallback[pFXData->funcID](&bloodActors[nSprite], 0); continue; } if (nSector != pSprite->sectnum) { assert(nSector >= 0 && nSector < kMaxSectors); ChangeSpriteSect(nSprite, nSector); } } if (xvel[nSprite] || yvel[nSprite] || zvel[nSprite]) { int32_t floorZ, ceilZ; getzsofslope(nSector, pSprite->x, pSprite->y, &ceilZ, &floorZ); if (ceilZ > pSprite->z && !(sector[nSector].ceilingstat&1)) { remove(nSprite); continue; } if (floorZ < pSprite->z) { if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax) { remove(nSprite); continue; } assert(gCallback[pFXData->funcID] != NULL); gCallback[pFXData->funcID](&bloodActors[nSprite], 0); continue; } } zvel[nSprite] += pFXData->gravity; } } void fxSpawnBlood(spritetype *pSprite, int ) { if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors) return; int nSector = pSprite->sectnum; if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; spritetype *pBlood = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pBlood) { pBlood->ang = 1024; xvel[pBlood->index] = Random2(0x6aaaa); yvel[pBlood->index] = Random2(0x6aaaa); zvel[pBlood->index] = -(int)Random(0x10aaaa)-100; evPost(pBlood->index, 3, 8, kCallbackFXBloodSpurt); } } void sub_746D4(spritetype *pSprite, int ) { if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors) return; int nSector = pSprite->sectnum; if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; spritetype *pSpawn; if (pSprite->type == kDudePodGreen) pSpawn = gFX.fxSpawn(FX_53, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); else pSpawn = gFX.fxSpawn(FX_54, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pSpawn) { pSpawn->ang = 1024; xvel[pSpawn->index] = Random2(0x6aaaa); yvel[pSpawn->index] = Random2(0x6aaaa); zvel[pSpawn->index] = -(int)Random(0x10aaaa)-100; evPost(pSpawn->index, 3, 8, kCallbackFXPodBloodSpray); } } void fxSpawnEjectingBrass(spritetype *pSprite, int z, int a3, int a4) { int x = pSprite->x+MulScale(pSprite->clipdist-4, Cos(pSprite->ang), 28); int y = pSprite->y+MulScale(pSprite->clipdist-4, Sin(pSprite->ang), 28); x += MulScale(a3, Cos(pSprite->ang+512), 30); y += MulScale(a3, Sin(pSprite->ang+512), 30); spritetype *pBrass = gFX.fxSpawn((FX_ID)(FX_37+Random(3)), pSprite->sectnum, x, y, z, 0); if (pBrass) { if (!VanillaMode()) pBrass->ang = Random(2047); int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120); int nAngle = pSprite->ang+Random2(56)+512; xvel[pBrass->index] = MulScale(nDist, Cos(nAngle), 30); yvel[pBrass->index] = MulScale(nDist, Sin(nAngle), 30); zvel[pBrass->index] = zvel[pSprite->index]-(0x20000+(Random2(40)<<18)/120); } } void fxSpawnEjectingShell(spritetype *pSprite, int z, int a3, int a4) { int x = pSprite->x+MulScale(pSprite->clipdist-4, Cos(pSprite->ang), 28); int y = pSprite->y+MulScale(pSprite->clipdist-4, Sin(pSprite->ang), 28); x += MulScale(a3, Cos(pSprite->ang+512), 30); y += MulScale(a3, Sin(pSprite->ang+512), 30); spritetype *pShell = gFX.fxSpawn((FX_ID)(FX_40+Random(3)), pSprite->sectnum, x, y, z, 0); if (pShell) { if (!VanillaMode()) pShell->ang = Random(2047); int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120); int nAngle = pSprite->ang+Random2(56)+512; xvel[pShell->index] = MulScale(nDist, Cos(nAngle), 30); yvel[pShell->index] = MulScale(nDist, Sin(nAngle), 30); zvel[pShell->index] = zvel[pSprite->index]-(0x20000+(Random2(20)<<18)/120); } } void fxPrecache() { for (int i = 0; i < kFXMax; i++) { tilePrecacheTile(gFXData[i].picnum, 0, 0); if (gFXData[i].seq) seqPrecacheId(gFXData[i].seq, 0); } } DBloodActor* CFX::fxSpawnActor(FX_ID nFx, int nSector, int x, int y, int z, unsigned int a6) { auto spr = fxSpawn(nFx, nSector, x, y, z, a6); return spr ? &bloodActors[spr->index] : nullptr; } END_BLD_NS