raze-gles/source/games/exhumed/src/bubbles.cpp
Christoph Oelckers c8a75a8664 - give each DrawInfo its own list of tsprites.
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00

263 lines
6.3 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
enum
{
kMaxBubbles = 200,
kMaxMachines = 125
};
struct Bubble
{
short nFrame;
short nSeq;
short nSprite;
short nRun;
};
struct machine
{
short _0;
short nSprite;
short _4;
};
short nMachineCount;
machine Machine[kMaxMachines];
FreeListArray<Bubble, kMaxBubbles> BubbleList;
FSerializer& Serialize(FSerializer& arc, const char* keyname, Bubble& w, Bubble* def)
{
if (arc.BeginObject(keyname))
{
arc("seq", w.nSeq)
("frame", w.nFrame)
("run", w.nRun)
("sprite", w.nSprite)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, machine& w, machine* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w._0)
("at4", w._4)
("sprite", w.nSprite)
.EndObject();
}
return arc;
}
void SerializeBubbles(FSerializer& arc)
{
if (arc.BeginObject("bubbles"))
{
arc ("machinecount", nMachineCount)
("list", BubbleList)
.Array("machines", Machine, nMachineCount)
.EndObject();
}
}
void InitBubbles()
{
nMachineCount = 0;
BubbleList.Clear();
}
void DestroyBubble(short nBubble)
{
short nSprite = BubbleList[nBubble].nSprite;
runlist_DoSubRunRec(sprite[nSprite].lotag - 1);
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_SubRunRec(BubbleList[nBubble].nRun);
mydeletesprite(nSprite);
BubbleList.Release(nBubble);
}
short GetBubbleSprite(int nBubble)
{
return BubbleList[nBubble & 0xffff].nSprite;
}
int BuildBubble(int x, int y, int z, short nSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
int nBubble = BubbleList.Get();
if (nBubble < 0) {
return -1;
}
int nSprite = insertsprite(nSector, 402);
assert(nSprite >= 0 && nSprite < kMaxSprites);
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].z = z;
sprite[nSprite].cstat = 0;
sprite[nSprite].shade = -32;
sprite[nSprite].pal = 0;
sprite[nSprite].clipdist = 5;
sprite[nSprite].xrepeat = 40;
sprite[nSprite].yrepeat = 40;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].picnum = 1;
sprite[nSprite].ang = inita;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = -1200;
sprite[nSprite].hitag = -1;
sprite[nSprite].extra = -1;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].backuppos();
// GrabTimeSlot(3);
BubbleList[nBubble].nSprite = nSprite;
BubbleList[nBubble].nFrame = 0;
BubbleList[nBubble].nSeq = SeqOffsets[kSeqBubble] + nSize;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nBubble | 0x140000);
BubbleList[nBubble].nRun = runlist_AddRunRec(NewRun, nBubble | 0x140000);
return nBubble | 0x140000;
}
void FuncBubble(int a, int, int nRun)
{
short nBubble = RunData[nRun].nVal;
assert(nBubble >= 0 && nBubble < kMaxBubbles);
short nSprite = BubbleList[nBubble].nSprite;
short nSeq = BubbleList[nBubble].nSeq;
int nMessage = a & kMessageMask;
switch (nMessage)
{
case 0x20000:
{
seq_MoveSequence(nSprite, nSeq, BubbleList[nBubble].nFrame);
BubbleList[nBubble].nFrame++;
if (BubbleList[nBubble].nFrame >= SeqSize[nSeq]) {
BubbleList[nBubble].nFrame = 0;
}
sprite[nSprite].z += sprite[nSprite].zvel;
short nSector = sprite[nSprite].sectnum;
if (sprite[nSprite].z <= sector[nSector].ceilingz)
{
short nSectAbove = SectAbove[nSector];
if (sprite[nSprite].hitag > -1 && nSectAbove != -1) {
BuildAnim(-1, 70, 0, sprite[nSprite].x, sprite[nSprite].y, sector[nSectAbove].floorz, nSectAbove, 64, 0);
}
DestroyBubble(nBubble);
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, nSeq, BubbleList[nBubble].nFrame, 1);
mytsprite[a & 0xFFFF].owner = -1;
return;
}
case 0x80000:
case 0xA0000:
return;
default:
Printf("unknown msg %d for Bubble\n", nMessage);
return;
}
}
void DoBubbleMachines()
{
for (int i = 0; i < nMachineCount; i++)
{
Machine[i]._0--;
if (Machine[i]._0 <= 0)
{
Machine[i]._0 = (RandomWord() % Machine[i]._4) + 30;
int nSprite = Machine[i].nSprite;
BuildBubble(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
}
}
}
void BuildBubbleMachine(int nSprite)
{
if (nMachineCount >= kMaxMachines) {
I_Error("too many bubble machines in level %d\n", currentLevel->levelNumber);
exit(-1);
}
Machine[nMachineCount]._4 = 75;
Machine[nMachineCount].nSprite = nSprite;
Machine[nMachineCount]._0 = Machine[nMachineCount]._4;
nMachineCount++;
sprite[nSprite].cstat = 0x8000;
}
void DoBubbles(int nPlayer)
{
int x, y, z;
short nSector;
WheresMyMouth(nPlayer, &x, &y, &z, &nSector);
int nBubble = BuildBubble(x, y, z, nSector);
int nSprite = GetBubbleSprite(nBubble);
sprite[nSprite].hitag = nPlayer;
}
END_PS_NS